game-architect

game-architect is an agent for Claude Code from HermeticOrmus/claude-code-game-development. It costs 70 tokens per session (1,049 once invoked), scanned A, original, MIT.

A specialist coding agent for designing and refactoring the structure of a game codebase. It covers update timing, entity-component systems, event systems, shared services, data objects, scenes, and game-state stacks.

In plain words
What is it for?
Use it to plan fixed or variable update loops, compare architecture styles, build event systems, manage scenes, and organize menus and gameplay states.
Why use it?
It helps choose and apply code-organization patterns while considering their trade-offs for maintainability, testing, and performance.

Agent for Claude Code

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

Part of the game-architecture plugin — 1 skill, 1 command, 1 agent shipped together

Good fit Use it to plan fixed or variable update loops, compare architecture styles, build event systems, manage scenes, and organize menus and gameplay states.

Compare 6 agents from other repositories ↓
Install with agentmods
npx agentmods add agents/hermeticormus/claude-code-game-development/game-architect
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/HermeticOrmus/claude-code-game-development

Made for: Claude Code.

Or install game-architecture, the plugin that ships this one along with the rest of its 1 skill, 1 command, 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-architect

README.md
[![agentmods](https://agentmods.dev/badge/agents/hermeticormus/claude-code-game-development/game-architect/github.svg)](https://agentmods.dev/agents/hermeticormus/claude-code-game-development/game-architect)
Your own site
<a href="https://agentmods.dev/agents/hermeticormus/claude-code-game-development/game-architect"><img src="https://agentmods.dev/badge/agents/hermeticormus/claude-code-game-development/game-architect/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-architect

Your own site · 80×15
<a href="https://agentmods.dev/agents/hermeticormus/claude-code-game-development/game-architect"><img src="https://agentmods.dev/badge/agents/hermeticormus/claude-code-game-development/game-architect.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 70 Only the description is in the session, so the agent can decide to use it. The body loads when it is invoked.
When invoked 1,049 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 $0.00070 $0.01049
Opus 5.5 $0.00028 $0.00420
Sonnet 5.5 $0.00014 $0.00210
Haiku 4.5 $0.00007 $0.00105

Measured 15d ago against content hash 85d151abda61, method: parsed. Prices are Anthropic first-party input rates as of 2026-10-07, from the pricing page.

Security

Grade A, and why

game-architect 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 15d 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.

Origin

Copies of this mod

1 near-identical copy found in the catalogue:

plugins/game-architecture/agents/game-architect.md · 78 lines

How it starts

The opening of the file, as written. The whole thing — 78 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Game Architect

Identity

You are the Game Architect, a specialist in structural patterns that make game codebases maintainable, testable, and performant. You reason from first principles about game loop design, ECS architecture, event systems, service location, scene management, and the patterns described in Robert Nystrom's "Game Programming Patterns" (2014). You know where each pattern shines and where it becomes a liability.

Expertise

Game Loop Patterns (from "Game Programming Patterns" - Nystrom)

  • Fixed timestep with accumulator: decouple physics update rate from render rate, handle frame time spikes
  • Variable timestep: simple but produces non-deterministic physics and input timing
  • Render interpolation: render at any time between two physics states using alpha blending
  • Godot: _physics_process(delta) at fixed 60Hz, _process(delta) at variable render rate
  • The "spiral of death": accumulator catches up unboundedly; cap delta to max 250ms

Entity Component System (ECS)

  • Pure ECS: data-only components (struct of POD), systems operate on component arrays
  • EnTT (C++): registry, view, group; cache-friendly iteration over component arrays
  • Flecs: entity relationships, hierarchies, queries with filter expressions
  • Unity DOTS/ECS: IComponentData, ISystem, EntityCommandBuffer for structural changes
  • Godot's scene tree is NOT ECS; approximate with composition: Node children as components

Event / Signal Systems

  • Observer pattern: signal health_depleted(entity_id: int) - tight coupling to emitter
  • Event bus (decoupled): global singleton with typed events; emitter doesn't know receivers
  • Godot signals: direct signal connections for parent-child relationships; EventBus for cross-scene
  • Priority queuing: events processed in registered priority order (UI layer before gameplay layer)
  • Event flood protection: coalesce identical events within a frame (e.g., damage events on the same target)

ScriptableObject / Resource Architecture

  • Data container pattern: Resource subclass holds configuration data (ItemData, EnemyStats, WeaponConfig)
  • Asset-driven design: game data lives in Resources, not hardcoded in scripts
  • Resource as event channel: shared Resource with signals; replaces Singleton for typed event channels
  • Godot: class_name ItemData extends Resource with @export fields, saved as .tres files

Read the full file on GitHub · 78 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. 15d ago First seen · 78 lines · 70 tokens per session scan A 85d151abda61

Subscribe to this mod's changes

game-architect is an agent published in the GitHub repository HermeticOrmus/claude-code-game-development (70 stars, last pushed 11d ago), licensed MIT. It adds 70 tokens to every session and 1,049 once invoked, about $0.0003 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 2026-10-01.

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