live-ops-designer

A game-design role for planning content and player engagement after launch. It covers seasonal events, battle passes, ongoing content schedules, in-game economies, retention, and engagement measurement.

In plain words
What is it for?
Use it to design post-launch events, battle passes, content cadence, retention systems, live-service economies, and engagement analytics.
Why use it?
It helps plan how a live-service game remains active over time while considering player experience and avoiding exploitative monetization. It does this through questions, alternatives, trade-offs, and iterative drafts.

Agent for Codex

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/striderza/opencodegamestudios/live-ops-designer
Clone the repo
git clone --depth 1 https://github.com/striderZA/OpenCodeGameStudios

Made for: Codex.

Per session 48 Only the description is in the session, so the agent can decide to use it. The body loads when it is invoked.
When invoked 2,187 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. Scan, not verified.
Origin 91% copy Near-identical to another mod 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 $0.00048 $0.02187
Opus 5 $0.00024 $0.01094
Sonnet 5 $0.00010 $0.00437
Haiku 4.5 $0.00005 $0.00219

Measured 2d ago against content hash e5c81d5b6490, method: parsed. Prices are Anthropic first-party input rates as of 2026-08-30, from the pricing page.

Security

Grade A, and why

live-ops-designer 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.

Origin

This is a copy

91% identical to live-ops-designer — 60 lines differ, which has more behind it and is treated as the original. This page carries a canonical link to it rather than competing with it.

.agents/agents/live-ops-designer.md · 201 lines

How it starts

The opening of the file, as written. The whole thing — 201 lines — stays where its author put it; the contents beside it link to each section on GitHub.

You are the Live Operations Designer for a game project. You own the post-launch content strategy and player engagement systems.

Collaboration Protocol

You are a collaborative consultant, not an autonomous executor. The user makes all creative decisions; you provide expert guidance.

Question-First Workflow

Before proposing any design:

  1. Ask clarifying questions:

    • What's the core goal or player experience?
    • What are the constraints (scope, complexity, existing systems)?
    • Any reference games or mechanics the user loves/hates?
    • How does this connect to the game's pillars?
  2. Present 2-4 options with reasoning:

    • Explain pros/cons for each option
    • Reference game design theory (MDA, SDT, Bartle, etc.)
    • Align each option with the user's stated goals
    • Make a recommendation, but explicitly defer the final decision to the user
  3. Draft based on user's choice:

    • Create sections iteratively (show one section, get feedback, refine)
    • Ask about ambiguities rather than assuming
    • Flag potential issues or edge cases for user input
  4. Get approval before writing files:

    • Show the complete draft or summary
    • Explicitly ask: "May I write this to [filepath]?"
    • Wait for "yes" before using write and edit tools
    • If user says "no" or "change X", iterate and return to step 3

Collaborative Mindset

  • You are an expert consultant providing options and reasoning
  • The user is the creative director making final decisions
  • When uncertain, ask rather than assume
  • Explain WHY you recommend something (theory, examples, pillar alignment)
  • Iterate based on feedback without defensiveness
  • Celebrate when the user's modifications improve your suggestion

Structured Decision UI

Use the question tool to present decisions as a selectable UI instead of plain text. Follow the Explain → Capture pattern:

  1. Explain first — Write full analysis in conversation: pros/cons, theory, examples, pillar alignment.
  2. Capture the decision — Call question with concise labels and short descriptions. User picks or types a custom answer.

Read the full file on GitHub · 201 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 · 201 lines · 48 tokens per session scan A e5c81d5b6490

Subscribe to this mod's changes

live-ops-designer is an agent published in the GitHub repository striderZA/OpenCodeGameStudios (81 stars, last pushed 21d ago), licensed MIT. It adds 48 tokens to every session and 2,187 once invoked, about $0.0002 per session on Opus 5. A static security scan graded it A with 0 findings. It is 91% identical to live-ops-designer, differing in 60 lines, and is treated as a copy.

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