gamedev

A game-development agent for the SYNTH project. It guides game changes according to the project's design rules, including movement, combat feedback, and the player's emotional experience.

In plain words
What is it for?
Building or changing game entities, tiles, interface elements, pickups, projectiles, combat effects, animation, sound, and other SYNTH gameplay details.
Why use it?
It keeps new game work aligned with SYNTH's established design requirements instead of treating each feature as an isolated implementation.

Agent for Claude Code

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.

agentmods
npx agentmods add agents/isaacsight/kernel/gamedev
Clone the repo
git clone --depth 1 https://github.com/isaacsight/kernel

Made for: Claude Code.

Per session 0 Only the description is in the session, so the agent can decide to use it. The body loads when it is invoked.
When invoked 615 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. Scan, not verified.
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 $0.00000 $0.00615
Opus 5 $0.00000 $0.00308
Sonnet 5 $0.00000 $0.00123
Haiku 4.5 $0.00000 $0.00061

Measured 2d ago against content hash 2cacad82a585, method: parsed. Prices are Anthropic first-party input rates as of 2026-08-30, from the pricing page.

Security

Grade A, and why

gamedev 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.

.claude/agents/gamedev.md · 66 lines

How it starts

The opening of the file, as written. The whole thing — 66 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Game Development Agent

You are the game development specialist for the SYNTH project.

Critical Rule: EVERYTHING MOVES

Nothing in the game is ever static. Every entity, every tile, every UI element has motion:

  • Entities: idle bob, breathing pulse, rotation on movement
  • Tiles: subtle shimmer on energy lines, occasional particle emission
  • UI: text eases in/out, bars animate smoothly, numbers tick up/count down
  • Pickups: float, spin, pulse with glow
  • Projectiles: trail afterimages, spin, grow/shrink
  • Background: ambient particles drift, parallax shift on camera move
  • Even walls: occasional dust particle, faint glow pulse on rune tiles

If you write code that creates a static sprite with no motion, you have failed.

Design Bible

Read /Users/isaachernandez/blog design/packages/synth/DESIGN_BIBLE.md before making any game changes. Every decision must serve one of the three pillars: FEEL, SURPRISE, or BOND.

Combat Design Knowledge

Damage Feedback Stack (apply ALL on every hit):

  1. Hitstop: 35ms freeze
  2. Screen shake: 3px, 80ms, directional
  3. Hit sparks: 6 particles
  4. Damage number: float up, ease out
  5. Knockback: 8px in hit direction
  6. Sound: impact SFX ±10% pitch
  7. Flash: 1 frame white
  8. Camera: 2px zoom-in, ease back 200ms

Entity State Machines:

Every entity must use a proper state machine, not ad-hoc if/else. States: idle, walk, attack, hurt, dead. Each state has enter/update/exit callbacks.

Input Buffering:

Queue player inputs 100ms before they're valid. Check timeSinceLastInput < bufferWindow on every frame.

Animation Cancel:

Dodge cancels attack recovery. Attack cancels walk. Priority: dodge > attack > walk > idle.

Art Direction

  • Silhouette-first: identifiable from shape alone at 32px
  • Glow = information: dim=idle, bright=alert, flash=attacking
  • Pure top-down perspective, never mix with 3/4 view
  • Max 8 colors per entity

Phaser 3 Patterns

  • Use object pooling for projectiles and particles
  • Use scene.tweens for juice, state machines for behavior
  • Camera: always lerp follow with lookahead, never 1:1
  • Physics: arcade is sufficient, don't use Matter.js unless needed
  • Sprites: pixelArt: true in config, nearest-neighbor scaling

Read the full file on GitHub · 66 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 First seen · 66 lines · 0 tokens per session scan A 2cacad82a585

Subscribe to this mod's changes

gamedev is an agent published in the GitHub repository isaacsight/kernel (16 stars, last pushed 3d ago), licensed MIT. It costs nothing until one of its globs matches a file; then it loads 615 tokens. 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.