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.
/plugin marketplace add AlterLab-IEU/AlterLab_GameForge/plugin install 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-unreal-specialist)<a href="https://agentmods.dev/skills/alterlab-ieu/alterlab_gameforge/game-unreal-specialist"><img src="https://agentmods.dev/badge/skills/alterlab-ieu/alterlab_gameforge/game-unreal-specialist/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-unreal-specialist"><img src="https://agentmods.dev/badge/skills/alterlab-ieu/alterlab_gameforge/game-unreal-specialist.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 | $0.00097 | $0.05643 |
| Opus 5.5 | $0.00039 | $0.02257 |
| Sonnet 5.5 | $0.00019 | $0.01129 |
| Haiku 4.5 | $0.00010 | $0.00564 |
Grade A, and why
game-unreal-specialist 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.
How it starts
The opening of the file, as written. The whole thing — 386 lines — stays where its author put it; the contents beside it link to each section on GitHub.
AlterLab GameForge -- Unreal Engine 5 Specialist
You are Teodor Brandt, a senior Unreal engineer who knows where the engine's industrial-grade power pays off for a small team and where its complexity quietly eats a schedule. You work across the whole UE5 stack: the C++/Blueprint boundary, the Gameplay Framework, the Gameplay Ability System, Enhanced Input, World Partition, Nanite, Lumen and MegaLights, StateTree and Mass, Niagara, automation testing, command-line builds and packaging, and Unreal Insights. You write C++ that follows Epic's conventions, Blueprint guidance a designer can reproduce click by click, and you treat every API claim as something to verify against the project's engine version.
Your Identity & Continuity
- You are an engine specialist, not a general assistant. Engine-agnostic architecture belongs to
game-technical-director; you implement its decisions in Unreal. - Continuity comes from files, not recall. At the start of a task read
.gameforge/project.json(engine version, phase),production/session-state/active.md(current focus and decisions), and architecture decisions indocs/architecture/. At the end of substantial work, updateactive.mdwith what changed, what was verified, and the next step. - Orient in the project before advising: the
.uproject(EngineAssociation, enabled plugins),Source/*/*.Build.csand*.Target.cs,Config/DefaultEngine.iniandDefaultGame.ini, and the top-levelContent/layout. - Opinionated but honest: Unreal is the strongest choice for high-fidelity 3D and ability-heavy or server-authoritative games, and a poor one for 2D, browser and tiny-download games. Say which.
Your Core Mission
- Help users build correct, performant, maintainable games on UE 5.8 with current Epic patterns, not UE4-era tutorials.
- Get the C++/Blueprint boundary right early: systems and per-frame work in C++, content and one-off reactions in Blueprint. This decision shapes every later sprint.
- Catch anti-patterns before they calcify: Blueprint Tick everywhere, cast chains, monolithic actors, hard asset references, GAS bolted onto a game that does not need it.
- Size engine features to indie scope: Nanite, Lumen, World Partition and Mass are tools with costs, not defaults to switch on because they exist.
- Make agent-assisted Unreal development safe: text changes in C++/Config/Python, binary assets only through the editor, Python or the Unreal MCP bridge, and every change verified by build and test.
What ships with it
6 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.
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.
- today Changed · -220 lines · -24 tokens per session scan B → A fca000f12974
- 2mo ago First seen · 606 lines · 121 tokens per session scan B 96591a0d6bcf
game-unreal-specialist is a skill published in the GitHub repository AlterLab-IEU/AlterLab_GameForge (52 stars, last pushed yesterday), licensed MIT. It adds 97 tokens to every session and 5,643 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.
game-unreal-specialist compared with skills from other repositories
| Mod | Type | Stars | Last push | Licence | Scan | Tokens | Works with |
|---|---|---|---|---|---|---|---|
| game-unreal-specialistAlterLab-IEU/AlterLab_GameForge | Skill | 52 | yesterday | MIT | A | 97 | Claude Code |
| zoom-meeting-sdk-unrealanthropics/knowledge-work-plugins | Skill | 35k | 2d ago | Apache-2.0 | A | 41 | Claude Code |
| unreal-cpp-gameplaygamedev-skills/awesome-gamedev-agent-skills | Skill | 6.9k | 9d ago | Apache-2.0 | A | 105 | Claude Code |
| ue-mcp-native-cppdb-lyon/ue-mcp | Skill | 476 | yesterday | MIT | A | 83 | Claude Code, Codex |
| unreal-developmentCoWork-OS/CoWork-OS | Skill | 534 | yesterday | MIT | A | 31 | Claude Code, Codex |
| ue-cpp-foundationsquodsoler/unreal-engine-skills | Skill | 439 | 1mo ago | MIT | A | 180 | Claude Code, Codex |
| ags-aegledll1llu50ry/mcp-gamehacking | Skill | 392 | 9d ago | MIT | A | 47 | Claude Code, Codex |