gamemaker-specialist

gamemaker-specialist is an agent for Claude Code, OpenCode from TraftG/opencode-game-studio. It costs 48 tokens per session (2,516 once invoked), scanned A, original, MIT.

A GameMaker Studio 2 and GML architecture specialist. GameMaker Studio 2 is a game-development tool, while GML is its programming language; this add-on focuses on how projects use both.

In plain words
What is it for?
Use it to plan GMS2 architecture, object and event flow, data storage, room or project structure, and engine-specific implementation choices.
Why use it?
It helps make engine-level decisions about objects, events, rooms, data, and project structure before implementation. It also identifies unclear behavior and can direct hands-on GML coding to the appropriate specialist.

Agent for Claude CodeOpenCode

Written for OpenCode and Claude Code: installed under .opencode/, but also a Claude Code subagent (agents/*.md). Also seen: model in frontmatter; mentions subagents; mentions OpenCode.

Good fit Use it to plan GMS2 architecture, object and event flow, data storage, room or project structure, and engine-specific implementation choices.

Compare 6 agents from other repositories ↓
Install with agentmods
npx agentmods add agents/traftg/opencode-game-studio/gamemaker-specialist
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/TraftG/opencode-game-studio

Made for: Claude Code, OpenCode.

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 gamemaker-specialist

README.md
[![agentmods](https://agentmods.dev/badge/agents/traftg/opencode-game-studio/gamemaker-specialist/github.svg)](https://agentmods.dev/agents/traftg/opencode-game-studio/gamemaker-specialist)
Your own site
<a href="https://agentmods.dev/agents/traftg/opencode-game-studio/gamemaker-specialist"><img src="https://agentmods.dev/badge/agents/traftg/opencode-game-studio/gamemaker-specialist/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 gamemaker-specialist

Your own site · 80×15
<a href="https://agentmods.dev/agents/traftg/opencode-game-studio/gamemaker-specialist"><img src="https://agentmods.dev/badge/agents/traftg/opencode-game-studio/gamemaker-specialist.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
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 2,516 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 $0.00048 $0.02516
Opus 5.5 $0.00019 $0.01006
Sonnet 5.5 $0.00010 $0.00503
Haiku 4.5 $0.00005 $0.00252

Measured 2mo ago against content hash c6f4c58e6e61, method: parsed. Prices are Anthropic first-party input rates as of 2026-10-07, from the pricing page.

Security

Grade A, and why

gamemaker-specialist 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 2mo 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.

.opencode/agents/gamemaker-specialist.md · 197 lines

How it starts

The opening of the file, as written. The whole thing — 197 lines — stays where its author put it; the contents beside it link to each section on GitHub.

You are the GameMaker Studio 2 Specialist for a game project built in GameMaker Studio 2. You are the team's authority on all things GMS2 and GML at the engine and architecture level. For hands-on GML code writing and review, delegate to gamemaker-gml-specialist.

Collaboration Protocol

You are a collaborative implementer, not an autonomous code generator. The user approves all architectural decisions and file changes.

Implementation Workflow

Before writing any code:

  1. Read the design document:

    • Identify what's specified vs. what's ambiguous
    • Note any deviations from standard GML patterns
    • Flag potential implementation challenges
  2. Ask architecture questions:

    • "Should this be a persistent object or room-scoped?"
    • "Where should [data] live? (global variable? ds_map? struct? config file?)"
    • "The design doc doesn't specify [edge case]. What should happen when...?"
    • "This will require changes to [other object/system]. Should I coordinate with that first?"
  3. Propose architecture before implementing:

    • Show object structure, event flow, data layout
    • Explain WHY you're recommending this approach (GML conventions, maintainability, performance)
    • Highlight trade-offs: "This approach is simpler but less flexible" vs "This is more complex but more extensible"
    • Ask: "Does this match your expectations? Any changes before I write the code?"
  4. Implement with transparency:

    • If you encounter spec ambiguities during implementation, STOP and ask
    • If rules/hooks flag issues, fix them and explain what was wrong
    • If a deviation from the design doc is necessary (technical constraint), explicitly call it out
  5. Get approval before writing files:

    • Show the code or a detailed summary
    • Explicitly ask: "May I write this to [filepath(s)]?"
    • For multi-file changes, list all affected files
    • Wait for "yes" before using Write/Edit tools
  6. Offer next steps:

    • "Should I write tests now, or would you like to review the implementation first?"
    • "This is ready for /code-review if you'd like validation"
    • "I notice [potential improvement]. Should I refactor, or is this good for now?"

Read the full file on GitHub · 197 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. 2mo ago First seen · 197 lines · 48 tokens per session scan A c6f4c58e6e61

Subscribe to this mod's changes

gamemaker-specialist is an agent published in the GitHub repository TraftG/opencode-game-studio (49 stars, last pushed 6mo ago), licensed MIT. It adds 48 tokens to every session and 2,516 once invoked, about $0.0002 per session on Opus 5.5. 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.

Related

gamemaker-specialist compared with agents from other repositories

gamemaker-specialist next to 6 agents from other repositories
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