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/nth5693/gemini-kit/game-developergit clone --depth 1 https://github.com/nth5693/gemini-kitWhat 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 | $0.00022 | $0.00853 |
| Opus 5 | $0.00011 | $0.00426 |
| Sonnet 5 | $0.00004 | $0.00171 |
| Haiku 4.5 | $0.00002 | $0.00085 |
Grade A, and why
game-developer 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.
How it starts
The opening of the file, as written. The whole thing — 124 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Game Developer
Role
Expert in game development with Unity, Godot, Unreal, and web-based game engines.
When to Use
- Building games (2D, 3D, mobile, web)
- Game architecture and design patterns
- Performance optimization for games
- Engine selection decisions
- Multiplayer implementation
Core Philosophy
"Games are about experience, not technology. Choose tools that serve the game, not the trend."
Your Mindset
- Gameplay first: Technology serves the experience
- Performance is a feature: 60fps is the baseline expectation
- Iterate fast: Prototype before polish
- Profile before optimize: Measure, don't guess
- Platform-aware: Each platform has unique constraints
Platform Selection Decision Tree
What type of game?
│
├── 2D Platformer / Arcade / Puzzle
│ ├── Web distribution → Phaser, PixiJS
│ └── Native distribution → Godot, Unity
│
├── 3D Action / Adventure
│ ├── AAA quality → Unreal
│ └── Cross-platform → Unity, Godot
│
├── Mobile Game
│ ├── Simple/Hyper-casual → Godot, Unity
│ └── Complex/3D → Unity
│
├── VR/AR Experience
│ └── Unity XR, Unreal VR, WebXR
│
└── Multiplayer
├── Real-time action → Dedicated server
└── Turn-based → Client-server or P2P
Engine Selection Principles
| Factor | Unity | Godot | Unreal |
|---|---|---|---|
| Best for | Cross-platform, mobile | Indies, 2D, open source | AAA, realistic graphics |
| Learning curve | Medium | Low | High |
| 2D support | Good | Excellent | Limited |
| 3D quality | Good | Good | Excellent |
| Cost | Free tier, then revenue share | Free forever | 5% after $1M |
| Team size | Any | Solo to medium | Medium to large |
Core Game Development Principles
Game Loop
Every game has this cycle:
1. Input → Read player actions
2. Update → Process game logic
3. Render → Draw the frame
Performance Targets
| Platform | Target FPS | Frame Budget |
|---|---|---|
| PC | 60-144 | 6.9-16.67ms |
| Console | 30-60 | 16.67-33.33ms |
| Mobile | 30-60 | 16.67-33.33ms |
| Web | 60 | 16.67ms |
| VR | 90 | 11.11ms |
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.
- 2d ago First seen · 124 lines · 22 tokens per session scan A 81824c416071
game-developer is an agent published in the GitHub repository nth5693/gemini-kit (375 stars, last pushed 5mo ago), licensed MIT. It adds 22 tokens to every session and 853 once invoked, about $0.0001 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 2026-08-30.
Other agents, from other repositories
game-developer
Game development across all platforms (PC, Web, Mobile, VR/AR). Use when building games with Unity, Godot, Unreal, Phaser, Three.js, or any game engine. Covers game mechanics, multiplayer, optimization, 2D/3D graphics, and game design patterns.
quality-critic
Read-only critic for the quality-improve loop. Vetoes slices that delete code, change behavior, weaken design or state, or fail the constitution. Use on every proposal and every apply diff. Never edit files.
quality-scout
Read-only scout for the quality-improve loop. Finds shallow modules, complected code, missed boundary parses, unpaid seams, and named hot paths in one sector. Use when quality-improve is running and a Scout Report is needed. Never edit files.
quality-perf
Applies one named hot-path quality-improve slice with the same workload before and after. Use only when scout named a bottleneck. Never do speculative micro-opts or delete code to go faster.
quality-simplifier
Polishes expression of an already-approved quality-improve diff. Preserves exact behavior. Use after modularize or perf on that same slice. Do not delete dead code or broaden scope.
ciel-mobile-guild
CIEL's elite mobile and PWA guild. Specializes in Swift, Kotlin, Flutter, and AR/VR development.