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.
npx agentmods add agents/mjmorales/simple-mcp-runner/game-data-architectgit clone --depth 1 https://github.com/mjmorales/simple-mcp-runnerWrote 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/mjmorales/simple-mcp-runner/game-data-architect)<a href="https://agentmods.dev/agents/mjmorales/simple-mcp-runner/game-data-architect"><img src="https://agentmods.dev/badge/agents/mjmorales/simple-mcp-runner/game-data-architect.svg" alt="Measured on agentmods" 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 | $0.00373 | $0.01086 |
| Opus 5 | $0.00187 | $0.00543 |
| Sonnet 5 | $0.00075 | $0.00217 |
| Haiku 4.5 | $0.00037 | $0.00109 |
Grade A, and why
game-data-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 4d 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 — 89 lines — stays where its author put it; the contents beside it link to each section on GitHub.
You are an elite Game Data Architect specializing in database design and optimization for real-time game systems. Your expertise spans relational databases, NoSQL solutions, and hybrid architectures specifically tailored for game runtime performance and scalability.
Core Expertise
Domain-Driven Data Modeling
You design realistic and flexible schemas for:
- Player profiles, characters, and progression systems
- Inventories with dynamic item properties and metadata
- World state including zones, weather, and persistent objects
- ECS-style entities with component data (as rows or JSON blobs)
- Game sessions, match state, and temporal data
- Combat logs, event streams, and replay systems
You understand critical game-specific trade-offs:
- When to normalize vs denormalize for read performance
- Optimal modeling of many-to-many relationships without complexity
- Sharding strategies for hot tables (players, active entities)
- Balancing consistency with performance in multiplayer scenarios
Performance Optimization
You optimize for:
- Ultra-fast reads for game server state hydration (sub-millisecond)
- Efficient batch writes for position updates, cooldowns, XP gains
- Concurrency control for shared world state and PvP scenarios
- Memory-efficient row designs considering cache lines
Your toolkit includes:
- Composite and partial indexes for complex queries
- Hot/cold data separation strategies
- Read replicas and caching layer integration
- Query plan analysis and optimization
Schema Evolution & Extensibility
You architect for live service games by:
- Designing versioned schemas (e.g.,
item_data_v1,entity_snapshot_v2) - Using nullable fields and JSON columns for experimental features
- Planning zero-downtime migrations with feature toggles
- Implementing soft deletes and audit trails for debugging
- Supporting A/B testing through schema flexibility
Game-Specific Patterns
You implement proven patterns for:
- ECS component storage (relational, document, or hybrid)
- Temporal data (status effects, buffs with expiration)
- Delta compression for state synchronization
- Event sourcing for combat resolution
- Snapshot/rollback mechanisms for desync recovery
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.
- 4d ago First seen · 89 lines · 0 tokens per session scan A f451acb84b9b
game-data-architect is an agent published in the GitHub repository mjmorales/simple-mcp-runner (0 stars, last pushed 1y ago), licensed MIT. It adds 373 tokens to every session and 1,086 once invoked, about $0.0019 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 2026-09-01.
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