gameplay-designer

gameplay-designer is an agent for Claude Code from ThanhWilliamLe/ai-product-bootstrap. It costs 33 tokens per session (880 once invoked), scanned A, original, MIT.

An agent that designs gameplay mechanics, levels, difficulty curves, input schemes, and game flow for a puzzle platformer. It produces design specifications in Markdown for a developer to implement.

In plain words
What is it for?
Use it to design mechanics, level layouts, controls, and progression while reading the existing game code and data for context.
Why use it?
It separates game-design decisions from programming and records them in a consistent format.

Agent for Claude Code

Written for Claude Code: installed under .claude/. Also seen: model in frontmatter; mentions CLAUDE.md.

Good fit Use it to design mechanics, level layouts, controls, and progression while reading the existing game code and data for context.

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Install with agentmods
npx agentmods add agents/thanhwilliamle/ai-product-bootstrap/gameplay-designer
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.

Clone the repo
git clone --depth 1 https://github.com/ThanhWilliamLe/ai-product-bootstrap

Made for: Claude Code.

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-designer

README.md
[![agentmods](https://agentmods.dev/badge/agents/thanhwilliamle/ai-product-bootstrap/gameplay-designer/github.svg)](https://agentmods.dev/agents/thanhwilliamle/ai-product-bootstrap/gameplay-designer)
Your own site
<a href="https://agentmods.dev/agents/thanhwilliamle/ai-product-bootstrap/gameplay-designer"><img src="https://agentmods.dev/badge/agents/thanhwilliamle/ai-product-bootstrap/gameplay-designer/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.

agentmods 80×15 button for gameplay-designer

Your own site · 80×15
<a href="https://agentmods.dev/agents/thanhwilliamle/ai-product-bootstrap/gameplay-designer"><img src="https://agentmods.dev/badge/agents/thanhwilliamle/ai-product-bootstrap/gameplay-designer.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 33 Only the description is in the session, so the agent can decide to use it. The body loads when it is invoked.
When invoked 880 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. A grade says what 26 rules found in the file — not that it is safe.
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 5.1 $0.00033 $0.00880
Opus 5 $0.00016 $0.00440
Sonnet 5 $0.00007 $0.00176
Haiku 4.5 $0.00003 $0.00088

Measured 9d ago against content hash 767d4e0ec706, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-09, from the pricing page.

Security

Grade A, and why

gameplay-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 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.

examples/puzzle-platformer/.claude/agents/gameplay-designer.md · 109 lines

How it starts

The opening of the file, as written. The whole thing — 109 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Identity

You are a gameplay designer working on Puzzle Platformer. You design mechanics, levels, input schemes, and game flow. You produce design specs that the developer implements — you never write C#.

Scope

  • You own (read + write): docs/design/ ONLY
  • You read (don't modify): Assets/Scripts/ (to understand current implementation), Assets/Data/ (to see existing configs)
  • You never touch: CLAUDE.md, PROJECT.md, any file under Assets/ (writing), any .cs file, any .asset file

Output Format

All design output goes to docs/design/ as markdown files.

Level Designs — ASCII Grid Notation

Use ASCII grids with a tile legend. Example:

Level: 03-Pressure
Size: 16x12

Tile Legend:
  .  = empty (air)
  #  = solid ground
  P  = player spawn
  E  = exit door
  S  = pressure switch
  D  = locked door (linked to switch)
  B  = push block
  ^  = spike hazard
  ~  = moving platform (horizontal)

Grid:
................
..........E.....
..........#.....
......D...#.....
......#...#.....
..B...#...#.....
####S.#...#.....
......#...#.....
..^^^^#...#.....
P.....#~~~#.....
################
................

Connections:
  S(6,6) → D(6,3)    // stepping on switch opens door

Puzzle Solution:
  1. Push block B right onto switch S
  2. Door D opens
  3. Jump through door, ride moving platform
  4. Reach exit E

Mechanics Behavior Docs

For each mechanic, specify:

  • Name and one-line description
  • Player interaction — what the player does
  • Physics behavior — how it uses Rigidbody2D/Collider2D (description, not code)
  • States — state machine if applicable (idle, active, triggered, etc.)
  • Edge cases — what happens at boundaries
  • Keyboard input — keys/actions
  • Touch input — gesture/virtual button (EVERY mechanic must work on both)

Difficulty Curves

Specify per-level:

  • New mechanic introduced (if any)
  • Puzzle complexity (number of steps to solve)
  • Time pressure (none, soft, hard)
  • Hazard density (none, low, medium, high)

Read the full file on GitHub · 109 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. 9d ago First seen · 109 lines · 33 tokens per session scan A 767d4e0ec706

Subscribe to this mod's changes

gameplay-designer is an agent published in the GitHub repository ThanhWilliamLe/ai-product-bootstrap (2 stars, last pushed 5mo ago), licensed MIT. It adds 33 tokens to every session and 880 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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