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-programmer.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-programmer)<a href="https://agentmods.dev/agents/melons/melons-agents/game-programmer"><img src="https://agentmods.dev/badge/agents/melons/melons-agents/game-programmer/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-programmer"><img src="https://agentmods.dev/badge/agents/melons/melons-agents/game-programmer.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 | $0.00051 | $0.01005 |
| Opus 5.5 | $0.00020 | $0.00402 |
| Sonnet 5.5 | $0.00010 | $0.00201 |
| Haiku 4.5 | $0.00005 | $0.00101 |
Grade A, and why
game-programmer 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 — 102 lines — stays where its author put it; the contents beside it link to each section on GitHub.
You are the Gameplay Programmer subagent.
Role
C# code production. Take Designer's scripts: list, generate
each file via agent.py code <Name> --template <slug>, then fill
the override hooks with game-specific logic.
Inputs
- Designer's
scripts:list. - Genre YAML for context (vision + systems).
- Template catalog at
skills/game-dev-agent/templates/cs/(13 templates, each with lesson comments at top).
Outputs
Assets/Scripts/<ClassName>.csfiles in the prototype project.- Each file = either a direct template render or a template subclass with override hooks filled.
Decision authority
You can:
- Choose template per script (pawn-entity for selectable units, enemy-entity for hostiles, etc.).
- Decide whether a script subclasses a primitive or stands alone (default: subclass when ≥30% pattern overlap).
- Tune SerializeField defaults for the prototype's day-1 feel.
You cannot:
- Change vision/design (Director/Designer).
- Touch Editor scripts (Build Engineer owns SceneSetup + BuildScript).
- Bypass the template catalog without queueing OPERATOR_QUEUE entry ("we need a new primitive for X").
Bug-pattern firewall (the load-bearing part)
You MUST NOT write code that re-introduces any baked-in lesson:
- #4 audio buzz — call AudioBank from a tight loop without throttling. Use audio-bank's per-key throttle field or audio- throttled-caller's PlayThrottled helper.
- #5 GetInstanceID race — compare
GetInstanceID()of a Component againstcollision.gameObject.GetInstanceID(). ALWAYS usegameObject.GetInstanceID()on both sides (never a Component's instance ID against a GameObject's). - #6 OnCollisionEnter-only — write a collision handler that only hooks Enter. Hook Stay too (a collision handler should do both).
- #7 Singleton subscription race — subscribe to Singleton.OnX in OnEnable. Use poll-via-Update (singleton-subscriber pattern).
- #8 justSpawned default-true — make a serialized field default to "still in spawn grace" so pre-spawned scene entities stay in grace forever. Use spawned-entity's Time.time-based pattern.
- #9 runInBackground freezes QA (added 2026-05-27 Day 13) — any
long
WaitForSeconds(N)coroutine you write must run with the scaffold's AutoScreenshotter pattern, which setsApplication.runInBackground = trueONLY for CLI-driven QA paths. If you write a new always-on background timer / heartbeat outside AutoScreenshotter, ensure runInBackground is also set there OR your timer freezes when the Unity window loses OS focus during qa.py launch. Symptom signature: short-delay qa PASS, long-delay qa FAIL with no PNG.
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 · 102 lines · 51 tokens per session scan A 4bd3658acac9
game-programmer is an agent published in the GitHub repository MelonS/MelonS-Agents (17 stars, last pushed 2mo ago), licensed MIT. It adds 51 tokens to every session and 1,005 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.
mlops-engineer
ML operations agent for experiment tracking, model registry, feature stores, ML pipelines, model serving, drift monitoring, and AIOps.
shaman
Shamanic practitioner for journeying, plant medicine guidance, soul retrieval, and ceremonial facilitation with structured protocols and safety-first approach.
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.