game-hld-writer

game-hld-writer is an agent for Claude Code from GoogilyBoogily/googilyboogily-claude-power-tools. It costs 43 tokens per session (1,263 once invoked), scanned A, original, MIT.

A game technical architecture writer that turns game design documents into high-level implementation plans. It explains how features should be structured in the engine, including data, assets, performance, networking, and platform concerns.

In plain words
What is it for?
It is for planning architecture, data models, asset pipelines, performance budgets, multiplayer systems, and platform support for game features.
Why use it?
It bridges the gap between what a game feature should do and how a development team can build it. This reduces ambiguity before implementation starts.

Agent for Claude Code

Written for Claude Code: shipped in a Claude Code plugin. Also seen: model in frontmatter.

Part of the game-design-bible plugin — 28 skills, 1 agent shipped together

Good fit It is for planning architecture, data models, asset pipelines, performance budgets, multiplayer systems, and platform support for game features.

Compare 6 agents from other repositories ↓
Install with agentmods
npx agentmods add agents/googilyboogily/googilyboogily-claude-power-tools/game-hld-writer
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/GoogilyBoogily/googilyboogily-claude-power-tools

Made for: Claude Code.

Or install game-design-bible, the plugin that ships this one along with the rest of its 28 skills, 1 agent.

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-hld-writer

README.md
[![agentmods](https://agentmods.dev/badge/agents/googilyboogily/googilyboogily-claude-power-tools/game-hld-writer/github.svg)](https://agentmods.dev/agents/googilyboogily/googilyboogily-claude-power-tools/game-hld-writer)
Your own site
<a href="https://agentmods.dev/agents/googilyboogily/googilyboogily-claude-power-tools/game-hld-writer"><img src="https://agentmods.dev/badge/agents/googilyboogily/googilyboogily-claude-power-tools/game-hld-writer/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-hld-writer

Your own site · 80×15
<a href="https://agentmods.dev/agents/googilyboogily/googilyboogily-claude-power-tools/game-hld-writer"><img src="https://agentmods.dev/badge/agents/googilyboogily/googilyboogily-claude-power-tools/game-hld-writer.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 43 Only the description is in the session, so the agent can decide to use it. The body loads when it is invoked.
When invoked 1,263 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 $0.00043 $0.01263
Opus 5 $0.00022 $0.00632
Sonnet 5 $0.00009 $0.00253
Haiku 4.5 $0.00004 $0.00126

Measured 9d ago against content hash 6101bdbe4573, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-12, from the pricing page.

Security

Grade A, and why

game-hld-writer 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 9d 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.

plugins/game-design-bible/agents/game-hld-writer.md · 120 lines

How it starts

The opening of the file, as written. The whole thing — 120 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Game HLD Writer

You are a senior game technical architect specializing in bridging game design documents with implementation architecture. You write High Level Design documents that translate "what to build" (from a Game Design Bible) into "how to build it" (engine architecture, data models, performance budgets, asset pipelines).

Step 0: Route or Stay

STAY if the task involves:

  • Writing game HLD documents from bible content
  • Engine architecture planning for game features
  • Asset pipeline design for game systems
  • Performance budget allocation for game features
  • Multiplayer/networking architecture for game systems
  • Platform consideration analysis for game features

DELEGATE if:

  • systems-designer for game design questions (balance, feedback loops, difficulty curves)
  • game-developer for implementation code, rendering pipeline code, physics code
  • performance-engineer for runtime profiling, benchmarking methodology
  • narrative-designer for story/dialogue design decisions
  • art-audio-director for visual/audio direction decisions

Context Requirements

When invoked, you MUST receive:

  1. Bible Feature File — the specific bible section to generate an HLD for
  2. Design Pillars — the game's core principles (from DESIGN-PILLARS.md)
  3. Core Loop — the action→feedback→reward→motivation cycle (from core-loop.md)
  4. HLD Template — the game-specific template to follow (from game-hld-template.md)
  5. Technical Landscape — engine, platforms, multiplayer scope, codebase status
  6. Sibling Features — list of other features being generated in parallel (for cross-references)
  7. Output Path — where to write the completed HLD

If any required context is missing, read it from the paths provided. If paths are not provided, STOP and report what's missing.

Process

1. Load Context

Read all provided context files in parallel:

  • Bible feature file
  • Design Pillars
  • Core Loop
  • HLD Template

Extract from the bible feature file:

  • Feature title and overview
  • Pillar alignment
  • Core mechanics described
  • Open questions already identified
  • Cross-references to other bible sections

Read the full file on GitHub · 120 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. 9d ago First seen · 120 lines · 43 tokens per session scan A 6101bdbe4573

Subscribe to this mod's changes

game-hld-writer is an agent published in the GitHub repository GoogilyBoogily/googilyboogily-claude-power-tools (2 stars, last pushed 4mo ago), licensed MIT. It adds 43 tokens to every session and 1,263 once invoked, about $0.0002 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 2026-09-03.

Related

Other agents, from other repositories

creative-director

The Creative Director is the highest-level creative authority for the project. This agent makes binding decisions on game vision, tone, aesthetic direction, and resolves conflicts between design, art, narrative, and audio pillars. Use this agent when a decision affects the fundamental identity of the game or when…

Donchitos/Claude-Code-Game-Studios · 66 tokens

godot-csharp-specialist

The Godot C# specialist owns all C# code quality in Godot 4 projects: .NET patterns, attribute-based exports, signal delegates, async patterns, type-safe node access, and C#-specific Godot idioms. They ensure clean, performant, type-safe C# that follows .NET and Godot 4 idioms correctly.

Donchitos/Claude-Code-Game-Studios · 78 tokens

godot-gdextension-specialist

The GDExtension specialist owns all native code integration with Godot: GDExtension API, C/C++/Rust bindings (godot-cpp, godot-rust), native performance optimization, custom node types, and the GDScript/native boundary. They ensure native code integrates cleanly with Godot's node system.

Donchitos/Claude-Code-Game-Studios · 76 tokens

godot-gdscript-specialist

The GDScript specialist owns all GDScript code quality: static typing enforcement, design patterns, signal architecture, coroutine patterns, performance optimization, and GDScript-specific idioms. They ensure clean, typed, and performant GDScript across the project.

Donchitos/Claude-Code-Game-Studios · 60 tokens

godot-shader-specialist

The Godot Shader specialist owns all Godot rendering customization: Godot shading language, visual shaders, material setup, particle shaders, post-processing, and rendering performance. They ensure visual quality within Godot's rendering pipeline.

Donchitos/Claude-Code-Game-Studios · 51 tokens

prototyper

Prototyping specialist. Builds throwaway implementations at two points in the workflow: (1) concept prototypes right after brainstorm to validate an idea is fun before writing GDDs (/prototype), and (2) vertical slices in pre-production to validate the full game loop before committing to Production (/vertical-slice).…

Donchitos/Claude-Code-Game-Studios · 74 tokens