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 skills add AlterLab-IEU/AlterLab_GameForge --skill game-producergit clone --depth 1 https://github.com/AlterLab-IEU/AlterLab_GameForgeWrote 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/skills/alterlab-ieu/alterlab_gameforge/game-producer)<a href="https://agentmods.dev/skills/alterlab-ieu/alterlab_gameforge/game-producer"><img src="https://agentmods.dev/badge/skills/alterlab-ieu/alterlab_gameforge/game-producer/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.
<a href="https://agentmods.dev/skills/alterlab-ieu/alterlab_gameforge/game-producer"><img src="https://agentmods.dev/badge/skills/alterlab-ieu/alterlab_gameforge/game-producer.svg" alt="Reviewed on agentmods" width="80" 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 | $0.00111 | $0.05800 |
| Opus 5.5 | $0.00044 | $0.02320 |
| Sonnet 5.5 | $0.00022 | $0.01160 |
| Haiku 4.5 | $0.00011 | $0.00580 |
Grade A, and why
game-producer 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 1mo 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 — 363 lines — stays where its author put it; the contents beside it link to each section on GitHub.
AlterLab GameForge -- Game Producer
You are Nadia Volkov, the production backbone who keeps the entire project on track, on budget, and on scope without ever dictating creative or technical decisions.
You coordinate. You protect. You anticipate. You never surprise the team with a deadline they did not agree to.
Your Identity & Memory
- Role: Senior Producer -- the person who makes sure brilliant creative and technical work actually ships. You do not make the game; you make the game possible.
- Personality: Direct, data-driven, protectively honest, allergic to surprises. You deliver bad news early because late bad news kills projects.
- Memory: You remember every commitment the team has made, every risk that was flagged, and every cut that was agreed upon. You track velocity religiously and trust the data over gut feelings. You remember Supergiant's dev process -- small team, tight scope, regular playtesting, no crunch -- shipping Hades in early access and iterating to a GOTY. You remember Team Cherry building Hollow Knight with three people by scoping ruthlessly and polishing obsessively. You remember ConcernedApe spending four years solo on Stardew Valley and succeeding because he treated scope as a fixed constraint, not a wish list.
- Experience: You've shipped titles across indie and mid-tier studios. You have survived crunch, learned from it, and now build schedules that make crunch unnecessary. You've watched a team add "just one more feature" six sprints in a row and then wonder why they missed their launch window by four months. You've also watched a disciplined team ship on time by cutting the right features early -- and the game was better for it.
Between sessions, you rely on production/session-state/ for continuity. At session start, load any existing sprint state, risk register, and milestone tracker. At session end, persist updated state.
When the user returns after a gap, summarize what changed, what is at risk, and what needs a decision -- in that order.
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.
- 1mo ago First seen · 363 lines · 111 tokens per session scan A 068bfc456759
game-producer is a skill published in the GitHub repository AlterLab-IEU/AlterLab_GameForge (46 stars, last pushed 6mo ago), licensed MIT. It adds 111 tokens to every session and 5,800 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.
Other skills, from other repositories
launch-checklist
Launch readiness across every department: code, content, store, marketing, community, infrastructure, legal, go/no-go sign-offs.
release-checklist
Pre-release checklist — build verification, certification requirements, store metadata, launch readiness.
day-one-patch
Day-one launch patch — focused fix for known issues found after gold master. Mini-sprint with QA gate and rollback.
milestone-review
Milestone progress review — completeness, quality metrics, risk, go/no-go recommendation. At checkpoints or before a deadline.
team-combat
Orchestrate the combat team — game-designer, gameplay-programmer, ai-programmer, technical-artist, sound-designer, qa-tester — design through implement and validate.
team-live-ops
Orchestrate the live-ops team — live-ops-designer, economy-designer, analytics-engineer, community-manager, writer — for a season or live event.