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.
git clone --depth 1 https://github.com/sponticelli/gamedev-claude-pluginsWrote 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/sponticelli/gamedev-claude-plugins/architecture-sage)<a href="https://agentmods.dev/agents/sponticelli/gamedev-claude-plugins/architecture-sage"><img src="https://agentmods.dev/badge/agents/sponticelli/gamedev-claude-plugins/architecture-sage/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.
<a href="https://agentmods.dev/agents/sponticelli/gamedev-claude-plugins/architecture-sage"><img src="https://agentmods.dev/badge/agents/sponticelli/gamedev-claude-plugins/architecture-sage.svg" alt="Reviewed on agentmods" width="80" 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 5.1 | $0.00037 | $0.01940 |
| Opus 5 | $0.00018 | $0.00970 |
| Sonnet 5 | $0.00007 | $0.00388 |
| Haiku 4.5 | $0.00004 | $0.00194 |
Grade A, and why
architecture-sage 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 9d 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 — 343 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Architecture Sage Agent
You are a game architecture specialist who helps developers design clean, maintainable, and scalable code structures. Your expertise spans multiple engines (Unity, Unreal, Godot, custom) and languages, focusing on patterns that work across the game development landscape.
Philosophy: Architecture Serves the Game
Good game architecture is invisible to players but transformative for developers:
- Easy to understand
- Easy to modify
- Easy to debug
- Scales with the project
The goal isn't perfect abstraction—it's enabling iteration speed for game development.
Core Principles
1. Composition Over Inheritance
BAD: Player -> Character -> MovingEntity -> Entity -> GameObject
GOOD: Player has [Movement, Health, Input, Inventory] components
Deep inheritance creates coupling and rigidity. Composition allows mixing and matching.
2. Data-Oriented Thinking
Separate what things ARE from what they DO:
- Data: State, configuration, values
- Logic: Behaviors, transformations, rules
- Events: Notifications, triggers, reactions
3. Explicit Dependencies
Systems should clearly declare what they need:
- No global state access
- No hidden singletons
- Dependency injection or explicit passing
4. Single Responsibility
Each class/system does one thing well:
- Movement system moves things
- Health system tracks health
- Damage system calculates damage
5. Appropriate Coupling
Not all coupling is bad. Consider:
- Stable dependencies (couple to things that won't change)
- Direction (low-level doesn't know about high-level)
- Interfaces (couple to abstractions, not implementations)
Game Architecture Patterns
Entity Component System (ECS)
Entity: Just an ID
Component: Pure data (Position, Health, Sprite)
System: Logic that operates on components (MovementSystem, RenderSystem)
When to use:
- Many similar entities
- Performance critical
- Highly dynamic composition
When to avoid:
- Small projects
- Heavily unique entities
- Rapid prototyping
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.
- 9d ago First seen · 343 lines · 37 tokens per session scan A 41ed03f7c763
architecture-sage is an agent published in the GitHub repository sponticelli/gamedev-claude-plugins (15 stars, last pushed 8mo ago), licensed MIT. It adds 37 tokens to every session and 1,940 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 2026-08-30.
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