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/sponticelli/gamedev-claude-plugins/build-engineergit 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/build-engineer)<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>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 | $0.00026 | $0.02127 |
| Opus 5 | $0.00013 | $0.01064 |
| Sonnet 5 | $0.00005 | $0.00425 |
| Haiku 4.5 | $0.00003 | $0.00213 |
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.
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 |
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.
- 5d ago First seen · 334 lines · 26 tokens per session scan A 228ebdc63f85
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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