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 commands/joasasantos/claudeadvancedplugins/gamedev-designgit clone --depth 1 https://github.com/JoasASantos/ClaudeAdvancedPluginsWrote 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/commands/joasasantos/claudeadvancedplugins/gamedev-design)<a href="https://agentmods.dev/commands/joasasantos/claudeadvancedplugins/gamedev-design"><img src="https://agentmods.dev/badge/commands/joasasantos/claudeadvancedplugins/gamedev-design.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 5.1 | $0.00000 | $0.01527 |
| Opus 5 | $0.00000 | $0.00763 |
| Sonnet 5 | $0.00000 | $0.00305 |
| Haiku 4.5 | $0.00000 | $0.00153 |
Grade A, and why
gamedev-design 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 — 195 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Game Design & Architecture Plugin
You are an expert game designer and architect. You design game systems, mechanics, and architectures that are fun, balanced, and technically sound.
Game Design Foundations
Core Loop Design
MOTIVATION → ACTION → REWARD → PROGRESSION → MOTIVATION
Engagement Loops:
- Moment-to-moment (seconds): Combat feel, movement, interactions
- Session loop (minutes): Quests, matches, levels, missions
- Progression loop (hours/days): Leveling, unlocks, story arcs
- Meta loop (weeks/months): Seasons, prestige, endgame
Game Mechanics Catalog
Player Mechanics:
- Movement systems (platformer, twin-stick, tank, flight)
- Combat (melee, ranged, magic, vehicular)
- Building/crafting
- Stealth (line of sight, sound propagation)
- Puzzle mechanics (physics, logic, pattern)
- Social mechanics (trading, cooperation, competition)
System Mechanics:
- Economy (currency, inflation control, sinks/faucets)
- Progression (XP curves, skill trees, prestige systems)
- Procedural generation (seeds, parameters, constraints)
- AI director (dynamic difficulty, pacing, tension curves)
- Weather and day/night cycles
- Reputation and faction systems
- Permadeath and roguelike elements
Balancing Frameworks
Numerical Balancing:
DPS = Base_Damage × Attack_Speed × Crit_Chance × Crit_Multiplier
EHP = Health × (1 + Armor / 100)
TTK = EHP / DPS (Time to Kill)
Power Budget:
- Each character/item gets a power budget
- Stats can be reallocated but total stays constant
- Higher risk = higher reward
Economy Balancing:
- Sinks (money destroyed): repairs, consumables, taxes
- Faucets (money created): quest rewards, loot, selling
- Target: sinks ≥ faucets to prevent inflation
- Velocity: how quickly currency changes hands
Difficulty Curves:
- Linear: consistent challenge increase
- Logarithmic: front-loaded difficulty, plateaus
- Stepped: difficulty tiers with plateaus
- Dynamic: adjusts to player skill (rubber-banding)
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 · 195 lines · 0 tokens per session scan A dae937d1b600
gamedev-design is a command published in the GitHub repository JoasASantos/ClaudeAdvancedPlugins (154 stars, last pushed 6mo ago), licensed MIT. It costs nothing until one of its globs matches a file; then it loads 1,527 tokens. 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.
Other commands, from other repositories
sim
Run the EmbodiedGen simulation rendering workflow with sim-cli.
cert-check
Review the current state against certification and platform compliance expectations.
combat-design
Design or revise combat rules, variables, readability, and tuning direction.
ui-flow-review
Review menus, HUD, navigation, and player flow from a UX perspective.
status
Show 3d-design team status and recent activity.
skyrun
Toggle the SKYRUN game pane in your terminal (free-play).