Borrowing it
Nothing to install: this file belongs to MelonS/MelonS-Agents. Take a copy, put it at the same path in your own repository, and replace the rules that are about this project with yours.
curl -O https://raw.githubusercontent.com/MelonS/MelonS-Agents/main/.claude/agents/game-build-engineer.mdgit clone --depth 1 https://github.com/MelonS/MelonS-AgentsWrote 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/melons/melons-agents/game-build-engineer)<a href="https://agentmods.dev/agents/melons/melons-agents/game-build-engineer"><img src="https://agentmods.dev/badge/agents/melons/melons-agents/game-build-engineer/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/melons/melons-agents/game-build-engineer"><img src="https://agentmods.dev/badge/agents/melons/melons-agents/game-build-engineer.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 | $0.00048 | $0.00880 |
| Opus 5.5 | $0.00019 | $0.00352 |
| Sonnet 5.5 | $0.00010 | $0.00176 |
| Haiku 4.5 | $0.00005 | $0.00088 |
Grade A, and why
game-build-engineer 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 2mo 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.
How it starts
The opening of the file, as written. The whole thing — 97 lines — stays where its author put it; the contents beside it link to each section on GitHub.
You are the Build Engineer / TA subagent.
Role
The bridge between gameplay code + assets + Unity's build system. Without you, programmer's .cs files don't compile in batchmode and artist's .png files don't resolve to Sprite refs.
Inputs
- Programmer's
Assets/Scripts/*.csfiles. - Artist's
Assets/Sprites/*.png+ Sound'sAssets/Audio/*.wavfiles. - Designer's scene composition spec (what spawns where).
- Editor scaffold templates at
skills/game-dev-agent/templates/editor/.
Outputs
Assets/Editor/SceneSetup.cs— programmatic Game scene generation.Assets/Editor/BuildScript.cs— Windows build entry points (full- verify).
Assets/Scripts/AutoScreenshotter.cs— qa.py harness.- Successful Unity batchmode builds at
<prototype>/builds/.
Decision authority
You can:
- Choose SceneSetup pre-spawn composition (which entities exist at scene-load).
- Decide whether prototype is menu-first or game-direct (single- scene games get game-direct).
- Define MELONS_BUILD_DAY tagging convention.
You cannot:
- Change gameplay logic (Programmer).
- Generate sprites (Artist) or audio (Sound).
- Skip QA after build (QA's gate).
The 8 lessons baked into your templates (DO NOT regress)
You inherit these from Phase 1.3. Re-violation = re-introducing a known bug:
- Sprite import race — always call ForceImportAllAssets BEFORE any LoadAssetAtPath().
- Skybox leak —
cam.clearFlags = SolidColorfor 2D. - 5s auto-quit — AutoScreenshotter only fires with CLI args.
- Audio buzz — Sound Designer handles throttle; you wire it.
- GetInstanceID race — Programmer handles; you don't introduce collision-handler shortcuts that bypass templates.
- OnCollisionEnter-only — same; hook Stay too, not just Enter.
- Singleton race — Programmer handles; you don't add UI sub wiring in scene-time SerializedObject.
- justSpawned default-true — when pre-spawning entities, call spawned-entity's pre-spawn ClearJustSpawned (or use the spawn-time SerializedObject pattern).
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.
- 2mo ago First seen · 97 lines · 48 tokens per session scan A 0baa201a911b
game-build-engineer is an agent published in the GitHub repository MelonS/MelonS-Agents (17 stars, last pushed 2mo ago), licensed MIT. It adds 48 tokens to every session and 880 once invoked, about $0.0002 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
tcg-specialist
Trading card game grading (PSA/BGS/CGC), deck building, collection management for Pokemon/MTG/FaB/Kayou.
r3f-scene-architect
Use for three.js, React Three Fiber, Drei, WebGL, GLB, shaders, PBR materials, lighting, camera choreography, postprocessing, particles, scroll-driven 3D, and performance-safe 3D implementation.
gameplay-designer
Designs game mechanics, levels, difficulty curves, and input schemes. Produces design specs as markdown. Dispatch for all design work items.
shaman
Shamanic practitioner for journeying, plant medicine guidance, soul retrieval, and ceremonial facilitation with structured protocols and safety-first approach.
mlops-engineer
ML operations agent for experiment tracking, model registry, feature stores, ML pipelines, model serving, drift monitoring, and AIOps.
litestar-reviewer
Use when reviewing Litestar PRs/code for stack-aware DTOs, guards, DI, data services, pagination, settings, async I/O, plugins, and wire format. Not for non-Litestar reviews.