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 CodePhobiia/claude-roblox-game-studio --skill design-systemgit clone --depth 1 https://github.com/CodePhobiia/claude-roblox-game-studioWrote 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/codephobiia/claude-roblox-game-studio/design-system)<a href="https://agentmods.dev/skills/codephobiia/claude-roblox-game-studio/design-system"><img src="https://agentmods.dev/badge/skills/codephobiia/claude-roblox-game-studio/design-system/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/codephobiia/claude-roblox-game-studio/design-system"><img src="https://agentmods.dev/badge/skills/codephobiia/claude-roblox-game-studio/design-system.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 | $0.00029 | $0.00723 |
| Opus 5 | $0.00015 | $0.00362 |
| Sonnet 5 | $0.00006 | $0.00145 |
| Haiku 4.5 | $0.00003 | $0.00072 |
Grade A, and why
design-system 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 — 96 lines — stays where its author put it; the contents beside it link to each section on GitHub.
/design-system — Per-System GDD Creation
Delegate to: systems-designer (with game-designer for creative direction)
Prerequisites
design/gdd/systems-index.mdexists (run/map-systemsif not)design/gdd/master-gdd.mdexists (run/gddif not)
Steps
1. Select the System
Present options from the systems-index:
- Systems without a GDD (prioritize these)
- Systems with outdated GDDs (mark for update)
- Or, ask the user for a new system name
2. Gather Design Intent
Work through each section via structured questions:
Overview & Purpose
- "What is this system in 2-3 sentences?"
- "What player need does it serve?"
- "How does it fit into the core loop?"
Core Mechanics
- "How does the player interact with this system?"
- "What are the key inputs and outputs?"
- "What makes it fun / engaging?"
- Walk through typical player interactions step-by-step
Data Schema
- "What needs to persist?"
- "What's ephemeral (per-session)?"
- "Who owns the data — server or client?"
- Design the DataStore schema (or delegate to datastore-architect)
Client-Server Split
- "What runs on the server?"
- "What runs on the client?"
- "What's server-authoritative (game state) vs. client-authoritative (visuals/input)?"
Remotes
- "What Client → Server calls are needed?"
- "What Server → Client updates?"
- "Anything high-frequency that should be UnreliableRemoteEvent?"
- Delegate detail to
remotes-networking-specialist
Player-Facing UI
- "What does the player see?"
- "What UI elements exist (HUD, menus, modals)?"
- "ASCII wireframe or description?"
Edge Cases & Error States
- "What happens when:
- Player has zero resources?
- Player has max resources?
- System is used rapidly in succession?
- Player disconnects mid-action?
- Server restarts during use?
- DataStore is unavailable?
- Network lag occurs?"
Balancing Parameters
- "What values should be tunable?"
- "What's the formula?" (write it explicitly, no "balanced appropriately")
- "Min / max / default for each parameter?"
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 · 96 lines · 29 tokens per session scan A 5ae61b311d38
design-system is a skill published in the GitHub repository CodePhobiia/claude-roblox-game-studio (9 stars, last pushed 4mo ago), licensed MIT. It adds 29 tokens to every session and 723 once invoked, about $0.0001 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.
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