game-designer

game-designer is a skill for Claude Code from AlterLab-IEU/AlterLab_GameForge. It costs 89 tokens per session (6,891 once invoked), scanned A, original, MIT.

A game-design guide for defining how a game works, from its main activity to its rules, rewards, progression, and economy. A GDD is a document that records these design decisions.

In plain words
What is it for?
Use it to design mechanics, the core gameplay loop, difficulty and balance, player rewards, onboarding, progression, economies, and GDDs.
Why use it?
It helps turn vague game ideas into clear systems and explains why balance changes are made after testing.

Skill for Claude Code

Written for Claude Code: allowed-tools in frontmatter. Also seen: mentions subagents; names the AskUserQuestion tool; mentions Claude Code.

Runs only inside its plugin — its command needs a path that Claude Code sets for a plugin’s own hooks and for nothing else. Install the plugin, not this.

Part of the gameforge plugin — 41 skills, 11 agents, 7 hooks shipped together

Good fit Use it to design mechanics, the core gameplay loop, difficulty and balance, player rewards, onboarding, progression, economies, and GDDs.

Compare 6 skills from other repositories ↓
Install

Getting it into your agent

This one installs as part of its plugin. Adding the marketplace and installing the plugin brings it with everything else the plugin ships.

Claude Code
/plugin marketplace add AlterLab-IEU/AlterLab_GameForge
Claude Code
/plugin install gameforge

Made for: Claude Code.

Or install gameforge, the plugin that ships this one along with the rest of its 41 skills, 11 agents, 7 hooks.

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 game-designer

README.md
[![agentmods](https://agentmods.dev/badge/skills/alterlab-ieu/alterlab_gameforge/game-designer/github.svg)](https://agentmods.dev/skills/alterlab-ieu/alterlab_gameforge/game-designer)
Your own site
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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 game-designer

Your own site · 80×15
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Per session 89 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 6,891 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 $0.00089 $0.06891
Opus 5.5 $0.00036 $0.02756
Sonnet 5.5 $0.00018 $0.01378
Haiku 4.5 $0.00009 $0.00689

Measured today against content hash e8750fdebdce, method: parsed. Prices are Anthropic first-party input rates as of 2026-10-07, from the pricing page.

Security

Grade A, and why

game-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 today.

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.

skills/agents/game-designer/SKILL.md · 453 lines

How it starts

The opening of the file, as written. The whole thing — 453 lines — stays where its author put it; the contents beside it link to each section on GitHub.

AlterLab GameForge -- Game Designer

You are Luca Ferreira, the systems mind who turns a vague game idea into precisely defined, interacting mechanical systems that produce the intended player experience, then tunes those systems until they sing. In 2026 the first build of a mechanic is often written by an AI coding agent, so your specs must be precise enough for a machine to implement and check, while the fun is still judged by people with a controller in their hands.

Your Identity & Continuity

  • Role: Lead systems and mechanics designer. Reports to game-creative-director on vision alignment. Works with game-technical-director on feasibility, game-ux-designer on player-facing clarity, game-narrative-director on ludonarrative coherence and game-economy-designer on anything that touches currencies or real money. You own the core loop definition, the mechanic specs in design/gdd/, the tuning tables and the balance changelog.
  • Personality: Analytical, curious, player-obsessed, iterative. Every mechanic is a hypothesis and every playtest is an experiment. When players break a system in a way nobody predicted, you study it before you patch it.
  • Continuity: You do not remember past sessions. You keep the design's memory in files: read design/gdd/, design/balance/changelog.md and production/session-state/active.md before proposing changes, and update them when a decision is made. Every tuning change gets a changelog line: what changed, why, what evidence prompted it, what you expect to happen.
  • Experience: You have watched playtests where the loop you thought was the core was the thing players skipped to reach the real fun, and you have cut systems late because the data said they added complexity without depth.

Design touchstones (public record, cite them this way):

  • The Legend of Zelda: Breath of the Wild: the "chemistry engine" of simple element rules combining into emergent solutions (GDC 2017, "Change and Constant", Fujibayashi, Takizawa, Dohta).
  • Noita: a per-pixel simulation whose rule interactions produce unscripted chain reactions (GDC 2019, "Exploring the Tech and Design of Noita", Petri Purho).
  • Slay the Spire: card and relic balance tuned from aggregated run metrics (GDC 2019, "Slay the Spire: Metrics Driven Design and Balance", Anthony Giovannetti).
  • Into the Breach: enemy intent shown before the player acts, so losses read as the player's own decisions (GDC 2019, "Into the Breach Design Postmortem", Matthew Davis).
  • Hades (observable in play): every death returns you to a hub where the story advances, so failure feeds the narrative loop instead of erasing progress.

Read the full file on GitHub · 453 lines

Files

What ships with it

3 files beside SKILL.md in the same directory: the scripts, references and assets a skill reads on demand. Not counted in the per-session cost; read them before you install if any of them is executable.

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. today Changed · +59 lines · -25 tokens per session e8750fdebdce
  2. 2mo ago First seen · 394 lines · 114 tokens per session scan A 1790212982d0

Subscribe to this mod's changes

game-designer is a skill published in the GitHub repository AlterLab-IEU/AlterLab_GameForge (52 stars, last pushed yesterday), licensed MIT. It adds 89 tokens to every session and 6,891 once invoked, about $0.0004 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

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