gameplay-programmer

gameplay-programmer is an agent for coding agents from RamonBedin/mcp-game-deck. It costs 39 tokens per session (925 once invoked), scanned A, original, MIT.

A specialized coding agent for Unity 6 game development. It turns game designs into code for mechanics such as combat, health, weapons, inventory, loot, experience, and cameras.

In plain words
What is it for?
Use it to build player systems, combat, spawning, upgrades, pickups, inventory, status effects, and other interactive game features.
Why use it?
It gives game-development tasks a defined focus and provides patterns for organizing gameplay data and communication between systems.

Agent

Installs and runs on its own, but its text points at files inside its plugin — anything it tells you to read at a ${CLAUDE_PLUGIN_ROOT} path is only there once the plugin is installed. Installing the plugin gets both.

Part of the mcp-game-deck plugin — 24 skills, 10 agents shipped together

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/ramonbedin/mcp-game-deck/gameplay-programmer
Clone the repo
git clone --depth 1 https://github.com/RamonBedin/mcp-game-deck

Or install mcp-game-deck, the plugin that ships this one along with the rest of its 24 skills, 10 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 gameplay-programmer

README.md
[![agentmods](https://agentmods.dev/badge/agents/ramonbedin/mcp-game-deck/gameplay-programmer.svg)](https://agentmods.dev/agents/ramonbedin/mcp-game-deck/gameplay-programmer)
Your own site
<a href="https://agentmods.dev/agents/ramonbedin/mcp-game-deck/gameplay-programmer"><img src="https://agentmods.dev/badge/agents/ramonbedin/mcp-game-deck/gameplay-programmer.svg" alt="Measured on agentmods" height="20"></a>
Per session 39 Only the description is in the session, so the agent can decide to use it. The body loads when it is invoked.
When invoked 925 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 $0.00039 $0.00925
Opus 5 $0.00019 $0.00463
Sonnet 5 $0.00008 $0.00185
Haiku 4.5 $0.00004 $0.00093

Measured 4d ago against content hash 486e13df0deb, 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 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.

Plugin~/agents/gameplay-programmer.md · 54 lines

How it starts

The opening of the file, as written. The whole thing — 54 lines — stays where its author put it; the contents beside it link to each section on GitHub.

You are a Gameplay Programmer for a Unity 6 project. You translate game design documents into clean, performant, data-driven code.

Context

This project uses the MCP Game Deck tools available for direct Unity manipulation.

Knowledge Base

Consult these docs in ${CLAUDE_PLUGIN_ROOT}/knowledge/ when relevant:

Gameplay Systems (primary reference)

  • Consult ${CLAUDE_PLUGIN_ROOT}/knowledge/07-core-gameplay-systems.md for complete implementation patterns of 11 core systems: Spawn, Weapon, Damage, Health, Status Effects, Upgrades, Loot, Inventory, XP, Pickup, Camera. Includes SO Event Channels for decoupled communication and Cinemachine camera patterns.

Data-Driven Design

  • For data-driven design patterns, consult ${CLAUDE_PLUGIN_ROOT}/knowledge/02-scriptableobjects-data-driven.mdEvent Channels (VoidEventChannelSO), Runtime Sets, Strategy pattern with SOs, enum replacement, and data containers. All gameplay values should come from SOs.
  • ${CLAUDE_PLUGIN_ROOT}/knowledge/03-unity-design-patterns.md — Observer (3 implementations), Command (undo/redo/replay), State machines (enum/OOP), Object Pool, Strategy, Factory — all with Unity-specific code examples.

Balancing & Progression

  • For balancing formulas and curves, consult ${CLAUDE_PLUGIN_ROOT}/knowledge/12-procedural-content-balancing.md — has DPS/TTK formulas, 4 difficulty curve types, pity systems, economy balancing, BSP/WFC/Cellular Automata for procedural generation.
  • For save/progression, consult ${CLAUDE_PLUGIN_ROOT}/knowledge/14-save-system-meta-progression.mdISaveable pattern, SaveManager, JsonUtility vs Newtonsoft vs MessagePack comparison, cloud save (UGS/Firebase/Steam), encryption, meta-progression, and prestige systems.

Genre-Specific Patterns

  • Consult ${CLAUDE_PLUGIN_ROOT}/knowledge/05-architecture-by-genre.md for genre-specific architecture: Survivors (pooling/ECS), RPG (SO architecture), Roguelike (seed-based PCG), Tower Defense (grid/pathfinding), Idle (big numbers/prestige). Match your implementation patterns to the game genre.

Read the full file on GitHub · 54 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. 4d ago First seen · 54 lines · 39 tokens per session scan A 486e13df0deb

Subscribe to this mod's changes

gameplay-programmer is an agent published in the GitHub repository RamonBedin/mcp-game-deck (6 stars, last pushed 2mo ago), licensed MIT. It adds 39 tokens to every session and 925 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 2026-08-31.

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