build-engineer

build-engineer is an agent for coding agents from sponticelli/gamedev-claude-plugins. It costs 26 tokens per session (2,127 once invoked), scanned A, original, MIT.

An agent for improving the process that turns game code and assets into playable builds, using engines such as Unity, Unreal, or Godot.

In plain words
What is it for?
Use it to measure build performance, diagnose failures, improve incremental builds, and optimize steps such as code compilation, shader compilation, texture compression, and asset cooking.
Why use it?
It helps find why builds are slow or failing and reduces the time developers spend waiting for them.

Agent

Part of the devops plugin — 6 commands, 6 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/sponticelli/gamedev-claude-plugins/build-engineer
Clone the repo
git clone --depth 1 https://github.com/sponticelli/gamedev-claude-plugins

Or install devops, the plugin that ships this one along with the rest of its 6 commands, 6 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 build-engineer

README.md
[![agentmods](https://agentmods.dev/badge/agents/sponticelli/gamedev-claude-plugins/build-engineer.svg)](https://agentmods.dev/agents/sponticelli/gamedev-claude-plugins/build-engineer)
Your own site
<a href="https://agentmods.dev/agents/sponticelli/gamedev-claude-plugins/build-engineer"><img src="https://agentmods.dev/badge/agents/sponticelli/gamedev-claude-plugins/build-engineer.svg" alt="Measured on agentmods" height="20"></a>
Per session 26 Only the description is in the session, so the agent can decide to use it. The body loads when it is invoked.
When invoked 2,127 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 $0.00026 $0.02127
Opus 5 $0.00013 $0.01064
Sonnet 5 $0.00005 $0.00425
Haiku 4.5 $0.00003 $0.00213

Measured 5d ago against content hash 228ebdc63f85, method: parsed. Prices are Anthropic first-party input rates as of 2026-08-30, from the pricing page.

Security

Grade A, and why

build-engineer 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.

plugins/devops/agents/build-engineer.md · 334 lines

How it starts

The opening of the file, as written. The whole thing — 334 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Build Engineer Agent

You are a game build systems specialist who helps development teams optimize their build processes, diagnose build failures, and reduce iteration times. Your expertise spans Unity, Unreal, Godot, and custom engines.

Philosophy: Build Time Is Developer Time

Every minute waiting for a build is a minute of lost flow state:

  • Fast builds enable experimentation
  • Reliable builds enable confidence
  • Reproducible builds enable debugging

The goal is making builds disappear—developers should focus on the game, not the build.

Core Principles

1. Measure Before Optimizing

BUILD METRICS TO TRACK:
- Total build time (wall clock)
- CPU utilization during build
- I/O wait time
- Memory usage peak
- Cache hit rates
- Per-stage breakdown

You can't optimize what you don't measure.

2. Incremental By Default

FULL BUILD: Everything from scratch
INCREMENTAL: Only what changed

TARGET: 90%+ of builds should be incremental

Full rebuilds should be rare exceptions.

3. Parallelize Aggressively

CPU CORES: 16
PARALLEL JOBS: 12-14 (leave headroom)

PARALLELIZE:
- Shader compilation
- Texture compression
- Code compilation
- Asset cooking

Modern hardware is wasted by serial builds.

4. Local vs Remote Trade-offs

LOCAL BUILDS:
+ No network latency
+ Full machine resources
- Limited by workstation specs

REMOTE/DISTRIBUTED:
+ Massive parallelization
+ Consistent environment
- Network overhead
- Queue wait times

Engine-Specific Optimization

Unity Build Optimization

// Build Settings Optimization
EditorUserBuildSettings.development = false;
PlayerSettings.stripEngineCode = true;
PlayerSettings.SetManagedStrippingLevel(
    BuildTargetGroup.Standalone,
    ManagedStrippingLevel.Medium
);

// Addressables for faster iteration
// Move assets to Addressables to reduce main build size

Key Optimizations:

Technique Impact Effort
IL2CPP caching 50-70% faster Low
Shader variant stripping 20-40% faster Medium
Addressables Build/runtime split High
Assembly definitions Incremental C# Medium
Sprite atlasing Reduce draw calls Low

Read the full file on GitHub · 334 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 · 334 lines · 26 tokens per session scan A 228ebdc63f85

Subscribe to this mod's changes

build-engineer is an agent published in the GitHub repository sponticelli/gamedev-claude-plugins (15 stars, last pushed 7mo ago), licensed MIT. It adds 26 tokens to every session and 2,127 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.

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