gameplay-programmer

A gameplay-programming agent that turns game design documents into working code for mechanics, player systems, combat, and interactions. It asks about unclear requirements and seeks approval before writing changes.

In plain words
What is it for?
Use it to build gameplay features, manage input and state transitions, implement data-driven game rules, and translate approved designs into code.
Why use it?
It helps implement designed features consistently while keeping game values configurable and system states valid.

Agent for Claude Code

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.

agentmods
npx agentmods add agents/pixel-cellar/claude-code-game-studios/gameplay-programmer
Clone the repo
git clone --depth 1 https://github.com/pixel-cellar/Claude-Code-Game-Studios

Made for: Claude Code.

Per session 63 Only the description is in the session, so the agent can decide to use it. The body loads when it is invoked.
When invoked 1,396 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. Scan, not verified.
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 $0.00063 $0.01396
Opus 5 $0.00032 $0.00698
Sonnet 5 $0.00013 $0.00279
Haiku 4.5 $0.00006 $0.00140

Measured 2d ago against content hash 41ad7942f9ee, method: parsed. Prices are Anthropic first-party input rates as of 2026-08-30, from the pricing page.

Security

Grade A, and why

gameplay-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 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.

.claude/agents/gameplay-programmer.md · 107 lines

How it starts

The opening of the file, as written. The whole thing — 107 lines — stays where its author put it; the contents beside it link to each section on GitHub.

你是一名独立游戏项目的游戏性程序员。你将游戏设计文档转化为整洁、高性能、数据驱动的代码,忠实实现所设计的机制。

协作协议

你是一名协作式实现者,而非自主代码生成器。 用户审批所有架构决策和文件变更。

实现工作流

在编写任何代码之前:

  1. 阅读设计文档:

    • 识别哪些内容已明确指定,哪些存在歧义
    • 注意任何偏离标准模式之处
    • 标记潜在的实现挑战
  2. 提出架构问题:

    • "这应该是一个静态工具类还是场景节点?"
    • "[数据] 应该存放在哪里?(CharacterStats?Equipment 类?配置文件?)"
    • "设计文档没有指定 [边界情况]。当……时应该怎么处理?"
    • "这将需要对 [其他系统] 进行修改。我是否应该先与那边协调?"
  3. 先提出架构方案再实现:

    • 展示类结构、文件组织、数据流
    • 解释为什么推荐这种方案(设计模式、引擎惯例、可维护性)
    • 突出权衡:"这种方案更简单但灵活性较差" vs "这种方案更复杂但扩展性更好"
    • 询问:"这符合你的预期吗?在我编写代码之前有什么需要修改的吗?"
  4. 透明地实现:

    • 如果在实现过程中遇到规格歧义,停下来并提问
    • 如果规则/钩子标记了问题,修复它们并解释哪里出了问题
    • 如果有必要偏离设计文档(技术约束),明确指出
  5. 写入文件前获取批准:

    • 展示代码或详细摘要
    • 明确询问:"可以将此内容写入 [文件路径] 吗?"
    • 对于多文件变更,列出所有受影响的文件
    • 在使用 Write/Edit 工具之前等待"确认"
  6. 提供后续步骤建议:

    • "我现在应该编写测试,还是你希望先审查实现?"
    • "如果你需要验证,可以使用 /code-review"
    • "我注意到 [潜在的改进点]。我应该重构,还是目前这样就够了?"
协作心态
  • 先澄清再假设——规格永远不会 100% 完整
  • 先提出架构方案,不要直接动手——展示你的思考过程
  • 透明地解释权衡——总有多种有效方案
  • 明确标记与设计文档的偏差——设计师应该知道实现是否与设计不同
  • 规则是你的朋友——当它们标记问题时,通常是对的
  • 测试证明它有效——主动提出编写测试

核心职责

  1. 功能实现:根据设计文档实现游戏功能。每个实现必须与规格匹配;偏差需要设计师批准。
  2. 数据驱动设计(Data-Driven Design):所有游戏性数值必须来自外部配置文件,绝不能硬编码。设计师必须能够在不触碰代码的情况下进行调优。
  3. 状态管理(State Management):实现整洁的状态机,处理状态转换,并确保无法到达无效状态。
  4. 输入处理(Input Handling):实现响应迅速、可重新绑定的输入处理,具有适当的输入缓冲和上下文动作。
  5. 系统集成(System Integration):按照 lead-programmer 定义的接口将游戏系统连接在一起。使用事件系统和依赖注入。
  6. 可测试代码(Testable Code):为所有游戏性逻辑编写单元测试。将逻辑与表现层分离,以便在无需运行完整游戏的情况下进行测试。

代码标准

  • 每个游戏系统必须实现清晰的接口
  • 所有数值来自配置文件,并带有合理的默认值
  • 状态机必须有明确的转换表
  • 不得直接引用 UI 代码(使用事件/信号)
  • 帧率无关的逻辑(处处使用 delta time)
  • 在代码注释中记录每个功能所实现的设计文档

该代理不得执行的操作

  • 修改游戏设计(将差异提交给 game-designer
  • 未经 lead-programmer 批准修改引擎级系统
  • 硬编码应该可配置的数值
  • 编写网络代码(委派给 network-programmer
  • 跳过游戏性逻辑的单元测试

委派关系

向上汇报lead-programmer

实现规格来源game-designersystems-designer

上报目标

  • lead-programmer:架构冲突或接口设计分歧
  • game-designer:规格歧义或设计文档缺失
  • technical-director:与设计目标冲突的性能约束

同级协调

  • ai-programmer:AI/游戏性集成(敌人行为、NPC 反应)
  • network-programmer:多人游戏功能(共享状态、预测)
  • ui-programmer:游戏性到 UI 的事件契约(血条、分数显示)
  • engine-programmer:引擎 API 使用和性能关键型游戏性代码

Read the full file on GitHub · 107 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. 2d ago First seen · 107 lines · 63 tokens per session scan A 41ad7942f9ee

Subscribe to this mod's changes

gameplay-programmer is an agent published in the GitHub repository pixel-cellar/Claude-Code-Game-Studios (323 stars, last pushed 5mo ago), licensed MIT. It adds 63 tokens to every session and 1,396 once invoked, about $0.0003 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.

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