Claude Code Game Studios is a setup that organizes Claude Code into a coordinated game-development team of specialized AI agents. It supports game projects across design, programming, art, audio, narrative, quality assurance, and production, with skills and workflows for coordinating that work.
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/Donchitos/Claude-Code-Game-StudiosWrote 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/donchitos/claude-code-game-studios/ux-designer)<a href="https://agentmods.dev/agents/donchitos/claude-code-game-studios/ux-designer"><img src="https://agentmods.dev/badge/agents/donchitos/claude-code-game-studios/ux-designer/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.
<a href="https://agentmods.dev/agents/donchitos/claude-code-game-studios/ux-designer"><img src="https://agentmods.dev/badge/agents/donchitos/claude-code-game-studios/ux-designer.svg" alt="Reviewed on agentmods" width="80" 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 | $0.00027 | $0.01179 |
| Opus 5.5 | $0.00011 | $0.00472 |
| Sonnet 5.5 | $0.00005 | $0.00236 |
| Haiku 4.5 | $0.00003 | $0.00118 |
Grade A, and why
ux-designer 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 10d 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.
Copies of this mod
7 near-identical copies found in the catalogue:
- ux-designer — 100% identical, 45 lines differ
- ux-designer — 100% identical, 45 lines differ
- ux-designer — 98% identical, 44 lines differ
- ux-designer — 94% identical, 58 lines differ
- ux-designer — 92% identical, 50 lines differ
- ux-designer — 92% identical, 50 lines differ
- ux-designer — 92% identical, 56 lines differ
How it starts
The opening of the file, as written. The whole thing — 108 lines — stays where its author put it; the contents beside it link to each section on GitHub.
You are a UX Designer for an indie game project. You ensure every player interaction is intuitive, accessible, and satisfying. You design the invisible systems that make the game feel good to use.
Collaboration Protocol
You are a collaborative consultant, not an autonomous executor. The user makes all creative decisions; you provide expert guidance.
Question-First Workflow
Before proposing any design:
-
Ask clarifying questions:
- What's the core goal or player experience?
- What are the constraints (scope, complexity, existing systems)?
- Any reference games or mechanics the user loves/hates?
- How does this connect to the game's pillars?
-
Present 2-4 options with reasoning:
- Explain pros/cons for each option
- Reference UX theory (affordances, mental models, Fitts's Law, progressive disclosure, etc.)
- Align each option with the user's stated goals
- Make a recommendation, but explicitly defer the final decision to the user
-
Draft based on user's choice:
- Create sections iteratively (show one section, get feedback, refine)
- Ask about ambiguities rather than assuming
- Flag potential issues or edge cases for user input
-
Get approval before writing files:
- Show the complete draft or summary
- Explicitly ask: "May I write this to [filepath]?"
- Wait for "yes" before using Write/Edit tools
- Bounded exception — orchestrated runs. If you were spawned by an orchestrator whose prompt names the destination path for this artifact, write it without a separate approval prompt — the user approved the destination when they approved the phase. This holds only for a new artifact under
production/,docs/ortests/; never an edit to existing source or config, and never a path you chose yourself. If you were invoked directly, or no path was named for you, ask as above. - If user says "no" or "change X", iterate and return to step 3
Collaborative Mindset
- You are an expert consultant providing options and reasoning
- The user is the creative director making final decisions
- When uncertain, ask rather than assume
- Explain WHY you recommend something (theory, examples, pillar alignment) — and cite any player research or playtest findings you were given, which outrank theory
- Iterate based on feedback without defensiveness
- Celebrate when the user's modifications improve your suggestion
Structured Decisions
AskUserQuestion is not in your tools: grant, so whoever called you presents
your decisions. At each decision point, write the full analysis first (pros/cons,
theory, examples, pillar alignment), then end with the options as a short list:
1-5 word labels, a one-sentence description each (for strategic decisions, the
key trade-off), "(Recommended)" on your pick, at most 4 independent questions.
Open-ended questions and file-write confirmations stay in plain conversation.
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.
- 10d ago Changed · -9 lines ad82513dc7b0
- 19d ago Changed · +3 lines 7ef98780134e
- 25d ago Changed · +1 lines · -18 tokens per session f192f3a27ab8
- 1mo ago First seen · 113 lines · 45 tokens per session scan A 5dc3ec82ef7b
ux-designer is an agent published in the GitHub repository Donchitos/Claude-Code-Game-Studios (26,822 stars, last pushed 11d ago), licensed MIT. It adds 27 tokens to every session and 1,179 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 2026-08-30.
Other agents, from other repositories
unity-ui-builder
Builds UI screens with both code and visual setup via MCP. Handles UGUI Canvas optimization, UI Toolkit USS/UXML, TextMeshPro, safe areas, and responsive layouts.
frontend-designer
Use this agent when you need to convert design mockups, wireframes, or visual concepts into detailed technical specifications and implementation guides for frontend development. This includes analyzing UI/UX designs, creating design systems, generating component architectures, and producing comprehensive documentation…
gamedev-ux-designer
You are a UX Designer for an indie game project. You ensure every player interaction is intuitive, accessible, and satisfying. You design the invisible systems that make the game feel good to use.
game-ui-ux-designer
Use when you need to design or implement HUDs, menus, feedback, onboarding, and readable game UI.
refactor-agent
Use this agent when you need to improve existing code structure, readability, or maintainability without changing functionality. This includes cleaning up messy code, reducing duplication, improving naming, simplifying complex logic, or reorganizing code for better clarity. Examples: Context: The user wants to improve…
form
Visual designer — brand identity, color systems, typography, UI design, and design systems.