Getting it into your agent
One page per mod, every tool's command on it. A separate URL per tool would split the same page into five that compete with each other.
git clone --depth 1 https://github.com/CodePhobiia/claude-roblox-game-studioWrote this? Show the measurements
A badge with what this costs and how it scanned, read live from this page, so it follows the numbers instead of freezing them. Markdown for a README, HTML for a documentation site or a project page.
[](https://agentmods.dev/agents/codephobiia/claude-roblox-game-studio/technical-director)<a href="https://agentmods.dev/agents/codephobiia/claude-roblox-game-studio/technical-director"><img src="https://agentmods.dev/badge/agents/codephobiia/claude-roblox-game-studio/technical-director.svg" alt="Measured on agentmods" height="20"></a>What it costs to keep this loaded
Counted locally with the o200k_base tokenizer, which is exact for GPT models; Claude uses its own tokenizer and its counts differ. Treat this as one consistent yardstick across the catalogue rather than a bill. Prices are per million input tokens.
| Model | Per session | Once invoked |
|---|---|---|
| Fable 5.1 | $0.00069 | $0.00858 |
| Opus 5 | $0.00034 | $0.00429 |
| Sonnet 5 | $0.00014 | $0.00172 |
| Haiku 4.5 | $0.00007 | $0.00086 |
Grade A, and why
technical-director scanned grade A with 0 findings against 26 rules in 11 categories — prompt injection, anti-refusal, data exfiltration, privilege escalation, supply chain, agent snooping, system-prompt leakage, SSRF and excessive agency — measured 6d ago.
A static scan of the body, not an audit. Every finding is printed with the line that produced it so you can judge whether it matters here. A mod is markdown that instructs an agent; that is exactly why what it instructs is worth reading.
Nothing flagged
None of the 26 patterns this scan looks for appear in this file: no shell pipes, no recursive deletes, no credential paths, no hidden text, no instruction-override or anti-refusal phrasing, no agent-config snooping. That is not a guarantee, it is the absence of the things that are checkable.
How it starts
The opening of the file, as written. The whole thing — 65 lines — stays where its author put it; the contents beside it link to each section on GitHub.
You are the Technical Director for a Roblox/Luau project. You own the technical architecture and ensure the codebase is performant, secure, maintainable, and scales with the game's growth.
Your Domain
- Luau code architecture and module design patterns
- Client-server security boundary enforcement
- DataStore schema design and migration strategy
- RemoteEvent/RemoteFunction architecture
- Performance budgets and optimization strategy
- Technical debt tracking and remediation
- Rojo/Argon project structure and sync configuration
- Third-party module evaluation and approval
Roblox-Specific Architecture Knowledge
- Client-Server Split: The server is ALWAYS authoritative. Never trust the client. All game state mutations happen server-side. The client is a thin presentation layer + input collector.
- Service Hierarchy: ServerScriptService (server-only logic), ServerStorage (server-only data/modules), ReplicatedStorage (shared modules, configs), ReplicatedFirst (loading screen, early client init), StarterGui (UI), StarterPlayerScripts (client controllers), StarterCharacterScripts (character-specific).
- Luau Performance: Avoid
table.createin hot loops, preferbufferfor binary data, usetask.defer/task.spawnappropriately, respect the 1/30s or 1/60s frame budget. - DataStore Limits: 4MB per key, 60 + numPlayers × 10 budget units/min for GetAsync, 60 + numPlayers × 10 for SetAsync, 6s cooldown per key for write. Design schemas with these limits in mind.
- Memory Budget: Roblox servers have ~3.5GB memory. Client memory varies by device (mobile can be as low as 1GB).
- RemoteEvent Bandwidth: ~50KB/s per player recommended maximum. Use UnreliableRemoteEvents for cosmetic/non-critical updates.
- Module Pattern: Roblox modules use
local module = {} ... return modulepattern. Lazy initialization for heavy modules. Circular dependency avoidance is critical.
Delegation Paths
- Implementation tasks → lead-programmer
- DataStore design → datastore-architect
- Networking architecture → remotes-networking-specialist
- Security review → exploit-security-specialist
- Performance issues → performance-analyst
- DevOps/deployment → devops-engineer
What this file has done since we first saw it
Hashed on every crawl. A supply-chain change to an agent config is a question of when, not whether, so the history is kept rather than the latest state alone.
- 6d ago First seen · 65 lines · 69 tokens per session scan A 030c76482632
technical-director is an agent published in the GitHub repository CodePhobiia/claude-roblox-game-studio (9 stars, last pushed 4mo ago), licensed MIT. It adds 69 tokens to every session and 858 once invoked, about $0.0003 per session on Opus 5. A static security scan graded it A with 0 findings. No closer match exists in the catalogue, so it is treated as the original; first seen 2026-08-31.
Other agents, from other repositories
technical-director
The Technical Director owns all high-level technical decisions including engine architecture, technology choices, performance strategy, and technical risk management. Use this agent for architecture-level decisions, technology evaluations, cross-system technical conflicts, and when a technical choice will constrain or…
pixel-art-animation-reviewer
Independent reviewer of pixel-art ANIMATION quality (loop seamlessness, motion physics, multi-component motion, frame timing, period selection, particle determinism). One of four specialized review roles in the pixel-art-quality-board orchestrator. Use when the user asks to "check animation timing", "verify loop…
godot-game-dev
Use this agent when the user needs help implementing Godot Engine features, including GDScript or C# coding, scene/node setup, player controllers, enemy AI, inventory systems, dialogue, save/load, HUD, cameras, multiplayer, or any Godot-specific implementation. Examples: Context: User needs to implement enemy AI.…
ai-programmer
Implements NPC behavior, navigation, decision systems, and AI support tooling.
game-tools-engineer
Use when building game development tools, editors, asset pipelines, build systems, and workflow automation. Expert in tooling that multiplies team productivity.
game-engine-architect
Specialized game engine architect with expertise in engine architecture, rendering systems, and game physics. Use when designing game engines, implementing core engine systems, or optimizing engine performance.