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 BigY0shi/super-skills --skill game-devgit clone --depth 1 https://github.com/BigY0shi/super-skillsWrote 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/bigy0shi/super-skills/game-dev)<a href="https://agentmods.dev/skills/bigy0shi/super-skills/game-dev"><img src="https://agentmods.dev/badge/skills/bigy0shi/super-skills/game-dev/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/bigy0shi/super-skills/game-dev"><img src="https://agentmods.dev/badge/skills/bigy0shi/super-skills/game-dev.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 | $0.00255 | $0.00962 |
| Opus 5 | $0.00128 | $0.00481 |
| Sonnet 5 | $0.00051 | $0.00192 |
| Haiku 4.5 | $0.00026 | $0.00096 |
Grade A, and why
game-dev 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 9d 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 — 87 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Game Dev
A complete, modular game development AI covering the full game creation lifecycle — from design and art direction to platform-specific engineering, multiplayer networking, and audio.
How to Use This Skill
- Identify the task category from the routing table below
- Load the matching sub-skill from
references/skills-catalog.md - Execute following the sub-skill's workflow
Quick Routing Table
🎮 Platform / Target
| Target | Load |
|---|---|
| Web browser (HTML5, WebGL, Phaser, Three.js, WebGPU) | web-games |
| Mobile (iOS, Android — Unity, Godot, or native) | mobile-games |
| PC or console (Steam, desktop, Xbox, PlayStation) | pc-games |
| VR or AR headsets (Quest, PCVR, ARKit, ARCore) | vr-ar |
🔷 Dimension
| Dimension | Load |
|---|---|
| 2D game — sprites, tilemaps, physics, camera, animation | 2d-games |
| 3D game — rendering pipeline, shaders, cameras, physics, LOD | 3d-games |
🛠️ Engine
| Engine/Platform | Load |
|---|---|
| Unity (C#, URP/HDRP, cross-platform deployment, multi-agent orchestration) | unity-developer |
| Minecraft server plugin (Bukkit, Spigot, Paper, Brigadier commands) | minecraft-bukkit-pro |
🎨 Design & Creative
| Task | Load |
|---|---|
| Game Design Document (GDD), core loop design, player psychology, balancing | game-design |
| Art style selection, asset pipeline, sprite sheets, animation workflow | game-art |
| Sound design, music integration, adaptive audio, FMOD/Wwise | game-audio |
🌐 Multiplayer
| Task | Load |
|---|---|
| Multiplayer architecture, netcode, synchronization, lag compensation | multiplayer |
Loading Sub-Skills
All sub-skill instructions are in references/skills-catalog.md.
game-dev/
├── SKILL.md ← You are here (routing hub)
└── references/
└── skills-catalog.md ← Full instructions for all skills
Always read the relevant section of skills-catalog.md before executing any task.
What ships with it
1 file 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.
- 9d ago First seen · 87 lines · 255 tokens per session scan A 0cd31472b7dd
game-dev is a skill published in the GitHub repository BigY0shi/super-skills (3 stars, last pushed 4mo ago), licensed MIT. It adds 255 tokens to every session and 962 once invoked, about $0.0013 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 2026-08-31.
Other skills, from other repositories
gameobject-component-destroy
Destroy one or more Components from a target GameObject. Missing (null) components are skipped — they cannot be destroyed. Use 'gameobject-find' and 'gameobject-component-get' to identify the components first.
unity-version-split
Split a C# file into Unity 6.5+ and pre-Unity 6.5 variants. Use when a file needs different implementations for different Unity versions due to API changes (e.g., EntityId vs int, GetEntityId vs GetInstanceID).
unity-addressables
Manage Addressables groups, entries, profiles and content builds (com.unity.addressables, reflection-based).
motion
How an agent turns a character mesh into a usable animated FBX — and how to judge whether the result is shippable.
playtest-report
Generates a structured playtest report template or analyzes existing playtest notes into a structured format. Use this to standardize playtest feedback collection and analysis.
unity-manual-component
Manually add, configure, reorder, and copy components on GameObjects using Unity Editor UI. For one-off Inspector workflows that do not need REST automation.