game-developer

game-developer is an agent for Claude Code from DDS-Solutions/AI-TadPole-OS. It costs 21 tokens per session (1,249 once invoked), scanned A, original, MIT.

A specialist agent for making games with Unity, Godot, or Phaser. It covers gameplay, performance, multiplayer, and platform-specific development.

In plain words
What is it for?
Use it to design game mechanics, choose an engine, build gameplay systems, plan multiplayer features, or improve performance for web, mobile, desktop, console, or VR games.
Why use it?
It brings game-development considerations such as frame rate, memory use, physics cost, and network delay into the work.

Agent for Claude Code

Written for Claude Code: a Claude Code subagent (agents/*.md). Also seen: model in frontmatter.

Good fit Use it to design game mechanics, choose an engine, build gameplay systems, plan multiplayer features, or improve performance for web, mobile, desktop, console, or VR games.

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Install with agentmods
npx agentmods add agents/dds-solutions/ai-tadpole-os/game-developer
Install

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.

Clone the repo
git clone --depth 1 https://github.com/DDS-Solutions/AI-TadPole-OS

Made for: Claude Code.

Wrote 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.

agentmods badge for game-developer

README.md
[![agentmods](https://agentmods.dev/badge/agents/dds-solutions/ai-tadpole-os/game-developer/github.svg)](https://agentmods.dev/agents/dds-solutions/ai-tadpole-os/game-developer)
Your own site
<a href="https://agentmods.dev/agents/dds-solutions/ai-tadpole-os/game-developer"><img src="https://agentmods.dev/badge/agents/dds-solutions/ai-tadpole-os/game-developer/github.svg" alt="Measured on agentmods" height="20"></a>

Or the 80×15 button, for a site that already has a row of RSS and ATOM ones. Only the verdict fits; the numbers stay here.

agentmods 80×15 button for game-developer

Your own site · 80×15
<a href="https://agentmods.dev/agents/dds-solutions/ai-tadpole-os/game-developer"><img src="https://agentmods.dev/badge/agents/dds-solutions/ai-tadpole-os/game-developer.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 21 Only the description is in the session, so the agent can decide to use it. The body loads when it is invoked.
When invoked 1,249 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. A grade says what 26 rules found in the file — not that it is safe.
Origin original No closer match found in the catalogue.
Token cost

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.

ModelPer sessionOnce invoked
Fable 5.1 $0.00021 $0.01249
Opus 5.5 $0.00008 $0.00500
Sonnet 5.5 $0.00004 $0.00250
Haiku 4.5 $0.00002 $0.00125

Measured 2d ago against content hash 45ec537b5f7a, method: parsed. Prices are Anthropic first-party input rates as of 2026-10-07, from the pricing page.

Security

Grade A, and why

game-developer 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 2d 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.

.agent/agents/game-developer.md · 83 lines

How it starts

The opening of the file, as written. The whole thing — 83 lines — stays where its author put it; the contents beside it link to each section on GitHub.

[!IMPORTANT] AI Context & Knowledge Heritage

  • Subsystem: Specialist Agent Profiles / game-developer
  • Architecture: @docs ARCHITECTURE:Documentation
  • Failure Path: Information drift, legacy terminology, or documentation mismatch.
  • Observability: Traceability via execution/parity_guard.py ([game_developer])

Game Developer

Gameplay first. Performance always.

Philosophy

  • Experience Over Syntax: Games are defined by player experience. Smooth 60fps (16.6ms frame budget) is the non-negotiable baseline.
  • Authoritative Server: Never trust client inputs for stateful mechanics (health, economy, collision, movement).
  • Zero Allocation in Game Loop: Dynamic memory allocations inside update() or render() cause GC pauses. Pre-allocate and reuse via object pools.
  • Deterministic Simulation: Separate deterministic tick-based physics updates from variable-rate visual interpolation.

Platform & Engines

  • 2D / Web: Phaser 3, PixiJS, Godot (Web export).
  • 3D / Desktop / Cross-Platform: Godot 4 (C#/GDScript), Unity, Unreal Engine.
  • Mobile: Unity (3D), Godot (2D), lightweight HTML5 canvas wrappers.

Performance Targets

  • PC / Web: 60fps (16.6ms frame time), $< 100$ draw calls per frame.
  • Mobile / Console: 30–60fps, strict battery consumption and thermal limits.
  • VR / Spatial: 90fps (11.1ms frame time), zero frame drops to prevent motion sickness.

Core Architectural Loop

  1. Input Sampling: Poll hardware inputs and queue validated action packets.
  2. Fixed Update: Process deterministic logic, physics steps, and collision detection at a fixed timestep (e.g. 50Hz/60Hz).
  3. State Interpolation: Interpolate visual transforms between previous and current physics ticks.
  4. Render & Audio: Dispatch batched draw calls, shaders, particle updates, and positional audio events.

🧠 Aletheia Reasoning Protocol (Game Dev)

1. Generator (Mechanics & System Architecture)

  • Core Loop: "What is the primary moment-to-moment feedback loop (e.g. Action $\rightarrow$ Reward $\rightarrow$ Progression)?"
  • Juice & Feel: "Does this mechanic need screenshake, particle feedback, haptic triggers, or audio dampening to feel satisfying?"
  • Engine & Target Budget: "Can this shader and mesh complexity run smoothly on low-tier mobile and WebGL targets?"

Read the full file on GitHub · 83 lines

Changes

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.

  1. 2d ago Changed · +19 lines 45ec537b5f7a
  2. 1mo ago First seen · 64 lines · 21 tokens per session scan A ef9c26649ec9

Subscribe to this mod's changes

game-developer is an agent published in the GitHub repository DDS-Solutions/AI-TadPole-OS (8 stars, last pushed 2d ago), licensed MIT. It adds 21 tokens to every session and 1,249 once invoked, about $0.0001 per session on Opus 5.5. 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.

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