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/sponticelli/gamedev-claude-plugins/patterngit clone --depth 1 https://github.com/sponticelli/gamedev-claude-pluginsWhat 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 | $0.00017 | $0.00415 |
| Opus 5 | $0.00009 | $0.00208 |
| Sonnet 5 | $0.00003 | $0.00083 |
| Haiku 4.5 | $0.00002 | $0.00042 |
Grade A, and why
pattern 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.
What it actually says
Game Design Pattern Guide
Explain how to use a specific pattern for game development.
When the user asks about a pattern:
- Explain what the pattern is
- Show when to use it in games
- Provide engine-agnostic pseudocode
- Discuss trade-offs
- Give real game examples
Output Format
# Pattern: [Name]
## What It Is
[2-3 sentences explaining the core concept]
## When to Use in Games
- [Use case 1]
- [Use case 2]
- [Use case 3]
## When NOT to Use
- [Anti-pattern 1]
- [Anti-pattern 2]
## Implementation
### Core Structure
```pseudo
// Engine-agnostic pseudocode
class [PatternName] {
// Key elements
}
Game Development Example
// Specific game example
Trade-offs
Pros
- [Advantage 1]
- [Advantage 2]
Cons
- [Disadvantage 1]
- [Disadvantage 2]
Real-World Examples
- [Game] uses this for [feature]
- [Game] uses this for [feature]
Common Mistakes
- [Mistake 1]: [Why it's wrong]
- [Mistake 2]: [Why it's wrong]
Related Patterns
- [Pattern A] - [Relationship]
- [Pattern B] - [Relationship]
## Common Patterns to Cover
- State Machine
- Component/Entity-Component-System
- Command Pattern
- Observer/Event System
- Object Pool
- Flyweight
- Service Locator
- Factory
- Strategy
- Singleton (and why to avoid it)
- Double Buffer
- Game Loop
- Update Method
- Dirty Flag
- Spatial Partition
Explain the pattern the user asks about.
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.
- 2d ago First seen · 92 lines · 17 tokens per session scan A b03eb1b40293
pattern is a command published in the GitHub repository sponticelli/gamedev-claude-plugins (14 stars, last pushed 7mo ago), licensed MIT. It adds 17 tokens to every session and 415 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.
Other commands, from other repositories
sim
Run the EmbodiedGen simulation rendering workflow with sim-cli.
unity-placeholders
Generate placeholder sprites, 3D primitives, prefabs, and audio stubs for a Unity project so the game is visually testable before final assets exist.
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.
skyrun
Toggle the SKYRUN game pane in your terminal (free-play).
unity-optimize
Profile and optimize performance — uses MCP profiler for frame timing, memory, rendering stats. Identifies bottlenecks and applies fixes.