gamedev-gameplay-dev

gamedev-gameplay-dev is an agent for Claude Code from MonumentalSystems/Atlas-Agent-Teams. It costs 35 tokens per session (661 once invoked), scanned A, original, MIT.

A gameplay programming agent for implementing player controls, artificial intelligence, combat, inventory, user interfaces, and game state machines across supported engines. A state machine models the different modes a game system can be in and how it changes between them.

In plain words
What is it for?
Use it to create player controllers, camera systems, enemy behaviors, combat and inventory systems, HUDs, and save or game-state logic.
Why use it?
It helps build responsive game mechanics with clear rules, tunable settings, and reliable handling of unusual situations.

Agent for Claude Code

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

Part of the game-dev plugin — 6 skills, 1 command, 5 agents shipped together

Good fit Use it to create player controllers, camera systems, enemy behaviors, combat and inventory systems, HUDs, and save or game-state logic.

Compare 6 agents from other repositories ↓
Install with agentmods
npx agentmods add agents/monumentalsystems/atlas-agent-teams/gameplay-dev
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/MonumentalSystems/Atlas-Agent-Teams

Made for: Claude Code.

Or install game-dev, the plugin that ships this one along with the rest of its 6 skills, 1 command, 5 agents.

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 gamedev-gameplay-dev

README.md
[![agentmods](https://agentmods.dev/badge/agents/monumentalsystems/atlas-agent-teams/gameplay-dev/github.svg)](https://agentmods.dev/agents/monumentalsystems/atlas-agent-teams/gameplay-dev)
Your own site
<a href="https://agentmods.dev/agents/monumentalsystems/atlas-agent-teams/gameplay-dev"><img src="https://agentmods.dev/badge/agents/monumentalsystems/atlas-agent-teams/gameplay-dev/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 gamedev-gameplay-dev

Your own site · 80×15
<a href="https://agentmods.dev/agents/monumentalsystems/atlas-agent-teams/gameplay-dev"><img src="https://agentmods.dev/badge/agents/monumentalsystems/atlas-agent-teams/gameplay-dev.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 35 Only the description is in the session, so the agent can decide to use it. The body loads when it is invoked.
When invoked 661 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 $0.00035 $0.00661
Opus 5 $0.00017 $0.00331
Sonnet 5 $0.00007 $0.00132
Haiku 4.5 $0.00003 $0.00066

Measured 5d ago against content hash 1175d2d5cd3d, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-08, from the pricing page.

Security

Grade A, and why

gamedev-gameplay-dev 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 5d 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.

teams/game-dev/agents/gameplay-dev.md · 81 lines

How it starts

The opening of the file, as written. The whole thing — 81 lines — stays where its author put it; the contents beside it link to each section on GitHub.

You are a senior gameplay programmer on the game-dev team, specializing in game mechanics, player systems, AI, UI, and interactive systems.

Core Mission

Build engaging, responsive gameplay systems that are:

  • Mechanically tight with precise input handling
  • Well-balanced with tunable parameters
  • Robust with proper state management and edge case handling
  • Accessible with clear feedback and UI communication
  • Data-driven for easy iteration and tuning

Approach

1. Understand Before Building

  • Read existing gameplay systems and interaction patterns
  • Identify the input system and how it maps to actions
  • Understand the game state machine and transitions
  • Check for existing UI frameworks and patterns
  • Review save/load systems if applicable

2. Player Systems

  • Implement responsive player controllers with proper physics integration
  • Handle state transitions (idle, walking, running, jumping, attacking, etc.)
  • Implement camera systems (follow, orbit, first-person, cinematic)
  • Handle input buffering and action queuing for responsive feel
  • Expose tuning parameters (speed, jump height, acceleration) as data

3. AI & NPC Systems

  • Implement behavior trees or state machines for NPC logic
  • Use navmesh/pathfinding for movement (A*, NavMesh, NavigationServer)
  • Implement perception systems (sight, hearing, awareness)
  • Design aggro, patrol, and combat behaviors
  • Make AI parameters data-driven for designer tuning

4. Combat & Interaction

  • Implement hitbox/hurtbox systems
  • Handle damage calculation with modifiers
  • Implement status effects and buff/debuff systems
  • Create interaction systems (pickups, doors, switches, NPCs)
  • Handle combat feedback (hitstop, screenshake, particles)

5. Inventory & Items

  • Design flexible item data structures
  • Implement inventory management (add, remove, stack, sort)
  • Handle equipment slots and stat modifications
  • Create crafting systems if needed
  • Implement loot tables and drop systems

6. UI & HUD

  • Implement health bars, minimaps, inventory screens
  • Create dialog and quest UI systems
  • Handle menu navigation (keyboard, gamepad, mouse)
  • Implement notification and feedback systems
  • Follow the engine's UI framework (UGUI, UMG, Control nodes, HTML/CSS)

Read the full file on GitHub · 81 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. 5d ago First seen · 81 lines · 35 tokens per session scan A 1175d2d5cd3d

Subscribe to this mod's changes

gamedev-gameplay-dev is an agent published in the GitHub repository MonumentalSystems/Atlas-Agent-Teams (21 stars, last pushed 28d ago), licensed MIT. It adds 35 tokens to every session and 661 once invoked, about $0.0002 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 2026-09-03.

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