Claude Code Game Studios is a setup that organizes Claude Code into a coordinated game-development team of specialized AI agents. It supports game projects across design, programming, art, audio, narrative, quality assurance, and production, with skills and workflows for coordinating that work.
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 Donchitos/Claude-Code-Game-Studios --skill art-biblegit clone --depth 1 https://github.com/Donchitos/Claude-Code-Game-StudiosWrote 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/donchitos/claude-code-game-studios/art-bible)<a href="https://agentmods.dev/skills/donchitos/claude-code-game-studios/art-bible"><img src="https://agentmods.dev/badge/skills/donchitos/claude-code-game-studios/art-bible.svg" alt="Measured on agentmods" height="20"></a>- Socket pass
- Snyk pass
- NVIDIA SkillSpector warn
SkillSpector: 1 finding, up to medium
These are SkillSpector’s own severities. On a checked sample its high-severity flags on skills were ~96% false positives — a documented command, a public API, a “never do X” rule — so we show them as a caution to read, not a verdict. Why →
- medium Excessive Agency · line 7 Skill selects an external model or provider that may use a different account or billing plan than the operator expects. Undisclosed model switches can cause unexpected cost or quota consumption.Fix: Remove the model/provider override or disclose it prominently and require explicit operator approval before invoking an external coding CLI or billed model.
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 | $0.00047 | $0.03318 |
| Opus 5 | $0.00023 | $0.01659 |
| Sonnet 5 | $0.00009 | $0.00664 |
| Haiku 4.5 | $0.00005 | $0.00332 |
Grade A, and why
art-bible 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 8d 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 — 250 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Phase 0: Parse Arguments and Context Check
Resolve the review mode (once, store for all gate spawns this run):
- If
--review [full|lean|solo]was passed → use that - Else read
production/review-mode.txt→ use that value - Else → default to
lean
See .claude/docs/director-gates.md for the full check pattern.
Read design/gdd/game-concept.md. If it does not exist, fail with:
"No game concept found. Run
/brainstormfirst — the art bible is authored after the game concept is approved."
Extract from game-concept.md:
- Game title (working title)
- Core fantasy and elevator pitch
- Game pillars (all of them)
- Visual Identity Anchor section if present (from brainstorm Phase 4 art-director output)
- Target platform (if noted)
Retrofit mode detection: Glob design/art/art-bible.md. If the file exists:
- Read it in full
- For each of the 9 sections, check whether the body contains real content (more than a
[To be designed]placeholder or similar) vs. is empty/placeholder - Build a section status table:
Section | Status
--------|--------
1. Visual Identity Statement | [Complete / Empty / Placeholder]
2. Color Palette | ...
3. Lighting & Atmosphere | ...
4. Character Art Direction | ...
5. Environment & Level Art | ...
6. UI Visual Language | ...
7. VFX & Particle Style | ...
8. Asset Standards | ...
9. Style Prohibitions | ...
- Present this table to the user:
"Found existing art bible at
design/art/art-bible.md. [N] sections are complete, [M] need content. I'll work on the incomplete sections only — existing content will not be touched." - Only work on sections with Status: Empty or Placeholder. Do not re-author sections that are already complete.
If the file does not exist, this is a fresh authoring session — proceed normally.
Read .claude/docs/technical-preferences.md if it exists — extract performance budgets and engine for asset standard constraints.
Phase 1: Framing
Present the session context and ask two questions before authoring anything:
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.
- 8d ago First seen · 250 lines · 47 tokens per session scan A 19daa484f6f6
art-bible is a skill published in the GitHub repository Donchitos/Claude-Code-Game-Studios (24,880 stars, last pushed 3mo ago), licensed MIT. It adds 47 tokens to every session and 3,318 once invoked, about $0.0002 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.
Other skills, from other repositories
pixel-art
Pixel art w/ era palettes (NES, Game Boy, PICO-8).
novel-game-analyze
Deconstruct a novel for game adaptation. Compress a raw novel, deconstruction library, or writing project into a SOURCEBIBLE with cited textual evidence, extracting world rules, player verbs, spaces, character will, systems, and visual anchors — without inventing a genre yet. Use for gameable book analysis, analyze a…
novel-to-game
Turn a novel into a fully playable game on the selected target platform. Orchestrates the whole adaptation pipeline — requirements intake, gameable deconstruction, concept selection, world and visual design, target-runtime build, and evidence-based QA — for a novel in any language. Use for novel to game, story to…
media-higgsfield-assets
A Higgsfield workflow for creating or processing media beyond ordinary image and video generation. It covers 3D GLB models, rigging and animation, audio, video analysis, upscaling, reframing, outpainting, and background removal.
game-art-direction
Direct game art and creative vision. Turn GAMEDESIGN into a production-level ARTDIRECTION defining a recognizable visual style, camera and composition, world and character grammar, functional colour/light/material, HUD feedback, motion and transition specs, audio direction, and a signature moment for every screen and…
game-concept
Design game concepts from a novel. From SOURCEBIBLE and PRODUCTBRIEF, generate three genuinely different directions on the dimensions still unlocked, then pick the most worthwhile playable prototype using hard vetoes and explicit trade-offs. Use for what game should this novel become, compare game concepts, choose a…