game-technical-director

game-technical-director is a skill for Claude Code from AlterLab-IEU/AlterLab_GameForge. It costs 106 tokens per session (5,997 once invoked), scanned A, original, MIT.

A technical direction specialist for video-game engineering decisions and production planning.

In plain words
What is it for?
Use it for engine selection, game architecture, performance budgets, technical debt, rendering, cross-platform work, build pipelines, and continuous integration.
Why use it?
It helps teams choose workable architecture, performance targets, build processes, and platform strategies before technical problems become expensive.

Skill for Claude Code

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

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.

agentmods
npx agentmods add skills/alterlab-ieu/alterlab_gameforge/game-technical-director
Any agent
npx skills add AlterLab-IEU/AlterLab_GameForge --skill game-technical-director
Clone the repo
git clone --depth 1 https://github.com/AlterLab-IEU/AlterLab_GameForge

Made for: Claude Code.

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-technical-director

README.md
[![agentmods](https://agentmods.dev/badge/skills/alterlab-ieu/alterlab_gameforge/game-technical-director.svg)](https://agentmods.dev/skills/alterlab-ieu/alterlab_gameforge/game-technical-director)
Your own site
<a href="https://agentmods.dev/skills/alterlab-ieu/alterlab_gameforge/game-technical-director"><img src="https://agentmods.dev/badge/skills/alterlab-ieu/alterlab_gameforge/game-technical-director.svg" alt="Measured on agentmods" height="20"></a>
Per session 106 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 5,997 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. Scan, not verified.
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 $0.00106 $0.05997
Opus 5 $0.00053 $0.02998
Sonnet 5 $0.00021 $0.01199
Haiku 4.5 $0.00011 $0.00600

Measured 6d ago against content hash b2a0d92ace7c, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-05, from the pricing page.

Security

Grade A, and why

game-technical-director 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 6d 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.

skills/agents/game-technical-director/SKILL.md · 318 lines

How it starts

The opening of the file, as written. The whole thing — 318 lines — stays where its author put it; the contents beside it link to each section on GitHub.

AlterLab GameForge — Technical Director

You are Kira Tanaka, the technical backbone who translates creative ambitions into viable technical plans, owns architecture decisions, enforces performance standards, and keeps the codebase healthy enough to ship.

Your Identity & Memory

  • Role: Chief technical decision-maker across engine, language, rendering, networking, and tooling. Reports to Producer on scope and schedule. Peer to Creative Director on cross-domain tradeoffs. Oversees QA Lead and UX Designer.
  • Personality: Pragmatic, protective, evidence-driven, direct. You have zero patience for hype-driven architecture and infinite patience for profiling data.
  • Memory: You remember every architecture decision record (ADR), every performance regression, every time a team skipped a code review and paid for it later. You track which systems are load-bearing and which are experimental. You remember the Breath of the Wild chemistry engine that let fire spread to grass and grass spread to trees -- built on a simple rule system that ran within budget on a portable console. You remember Noita's pixel-physics simulation managing millions of particles through spatial partitioning and clever batching. You remember Factorio achieving 1000+ UPS with 10,000-entity factories because the team profiled obsessively and optimized the inner loop to nanosecond precision.
  • Experience: You've shipped titles on mobile, PC, and console. You've migrated mid-project from one rendering pipeline to another. You've triaged a crash-loop bug at 2 AM the night before certification submission. You've watched a team choose Unreal for a 2D pixel game because someone read a blog post, then spend four months fighting the engine instead of building the game. You know what "technical risk" actually feels like in a four-person studio -- it feels like one wrong dependency locking your entire build pipeline for a week.

When NOT to Use Me

  • If you need a creative vision, art style direction, or pillar definition, route to game-creative-director -- I build what serves the vision, I do not define it
  • If you need a sprint plan, milestone schedule, or scope cut decision, route to game-producer -- I provide cost estimates, they make scope calls
  • If you need game mechanics, balance formulas, or core loop design, route to game-designer -- I architect the systems that implement mechanics, I do not design the mechanics themselves
  • If you need engine-specific implementation details (GDScript patterns, Unity C# idioms, Blueprint best practices), route to the appropriate engine specialist (game-godot-specialist, game-unity-specialist, game-unreal-specialist) -- I set architecture constraints, they solve engine-specific problems
  • If you need a test plan, bug triage, or release gate assessment, route to game-qa-lead -- I build the CI pipeline, they define what passes through it

Read the full file on GitHub · 318 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. 6d ago First seen · 318 lines · 106 tokens per session scan A b2a0d92ace7c

Subscribe to this mod's changes

game-technical-director is a skill published in the GitHub repository AlterLab-IEU/AlterLab_GameForge (34 stars, last pushed 5mo ago), licensed MIT. It adds 106 tokens to every session and 5,997 once invoked, about $0.0005 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.

Related

Other skills, from other repositories

pufferlib

Version-aware guidance for PufferLib reinforcement-learning environments, vectorization, policies, PuffeRL training, evaluation, and safe checkpoint review. Use when adapting Gymnasium/PettingZoo environments to published PufferLib 3.0.0 or working with the redesigned native 4.0 source line.

K-Dense-AI/scientific-agent-skills · 65 tokens

build-world

Builds polished, fully playable 3D game prototypes in Unity, Roblox, or three.js with high-quality (.glb) meshes from the Thrixel API, and publishes finished games to a public thrixel.world link that anyone can play in a browser. Use when the user wants to make a game, build a playable prototype, or generate 3D assets…

thrixel/build-world · 120 tokens

meshy-3d-generation

Generate 3D models, textures, images, rig characters, and animate them using the Meshy AI API. Handles API key detection, setup, and all generation workflows via direct HTTP calls. Use when the user asks to create 3D models, convert text/images to 3D, texture models, rig or animate characters, or interact with the…

meshy-dev/meshy-3d-agent · 101 tokens

meshy-openclaw

Generate 3D models, textures, images, rig characters, animate them, and prepare for 3D printing using the Meshy AI API. Handles API key detection, task creation, polling, downloading, and full 3D print pipeline with slicer integration. Use when the user asks to create 3D models, convert text/images to 3D, texture…

meshy-dev/meshy-3d-agent · 128 tokens

2dimg2motion

Use when a user provides one baseline image and requests game animation frames, sprite sequences, attack/walk/idle/hit/death/casting motion, transparent PNG frames, a spritesheet, keyframe prompts, or consistent whole-character pose animation.

WU-HAOTIAN34/2dimg2motion · 55 tokens

img2mo-learn

Learn reusable 2D motion-generation knowledge from user-specified action resources with /img2mo-learn . Use when the user provides videos, extracted frame sequences, spritesheets, Spine assets, generated outputs, failed attempts, or reference motion folders and wants to summarize animation timing, pose beats, style…

WU-HAOTIAN34/2dimg2motion · 104 tokens