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 asset-auditgit 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/asset-audit)<a href="https://agentmods.dev/skills/donchitos/claude-code-game-studios/asset-audit"><img src="https://agentmods.dev/badge/skills/donchitos/claude-code-game-studios/asset-audit.svg" alt="Measured on agentmods" 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 | $0.00038 | $0.00674 |
| Opus 5 | $0.00019 | $0.00337 |
| Sonnet 5 | $0.00008 | $0.00135 |
| Haiku 4.5 | $0.00004 | $0.00067 |
Grade A, and why
asset-audit 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 7d 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.
Copies of this mod
3 near-identical copies found in the catalogue:
- asset-audit — 95% identical, 1 lines differ
- asset-audit — 95% identical, 1 lines differ
- asset-audit — 89% identical, 5 lines differ
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.
Phase 1: Read Standards
Read the art bible or asset standards from the relevant design docs and the CLAUDE.md naming conventions.
Phase 2: Scan Asset Directories
Scan the target asset directory using Glob:
assets/art/**/*for art assetsassets/audio/**/*for audio assetsassets/vfx/**/*for VFX assetsassets/shaders/**/*for shadersassets/data/**/*for data files
Phase 3: Run Compliance Checks
Naming conventions:
- Art:
[category]_[name]_[variant]_[size].[ext] - Audio:
[category]_[context]_[name]_[variant].[ext] - All files must be lowercase with underscores
File standards:
- Textures: Power-of-two dimensions, correct format (PNG for UI, compressed for 3D), within size budget
- Audio: Correct sample rate, format (OGG for SFX, OGG/MP3 for music), within duration limits
- Data: Valid JSON/YAML, schema-compliant
Orphaned assets: Search code for references to each asset file. Flag any with no references.
Missing assets: Search code for asset references and verify the files exist.
Phase 4: Output Audit Report
# Asset Audit Report -- [Category] -- [Date]
## Summary
- **Total assets scanned**: [N]
- **Naming violations**: [N]
- **Size violations**: [N]
- **Format violations**: [N]
- **Orphaned assets**: [N]
- **Missing assets**: [N]
- **Overall health**: [CLEAN / MINOR ISSUES / NEEDS ATTENTION]
## Naming Violations
| File | Expected Pattern | Issue |
|------|-----------------|-------|
## Size Violations
| File | Budget | Actual | Overage |
|------|--------|--------|---------|
## Format Violations
| File | Expected Format | Actual Format |
|------|----------------|---------------|
## Orphaned Assets (no code references found)
| File | Last Modified | Size | Recommendation |
|------|-------------|------|---------------|
## Missing Assets (referenced but not found)
| Reference Location | Expected Path |
|-------------------|---------------|
## Recommendations
[Prioritized list of fixes]
## Verdict: [COMPLIANT / WARNINGS / NON-COMPLIANT]
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.
- 7d ago First seen · 96 lines · 38 tokens per session scan A d499694d99c8
asset-audit is a skill published in the GitHub repository Donchitos/Claude-Code-Game-Studios (24,838 stars, last pushed 3mo ago), licensed MIT. It adds 38 tokens to every session and 674 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
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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-concept-architect
A structured method for turning a one-sentence game idea into a testable design plan, covering player actions, the core loop, scope, assumptions, and validation.
achievements
Steam-style achievement system with XP, levels, streaks, and skill trees. Gamifies the development workflow. 25 achievements across 5 categories.
scene-architecture
Use when designing scene structure — single vs additive loading, bootstrap patterns, scene transitions, persistent managers, DontDestroyOnLoad decisions, and streaming world setups.
unity-ecs
Use when considering ECS/DOTS architecture — when to use ECS vs MonoBehaviour, Burst compiler, Job System, hybrid approaches, and migration strategies from MonoBehaviour to ECS.
unity-networking
Use when adding multiplayer or networked features — Netcode for GameObjects vs Mirror vs Fishnet decisions, authority models, state synchronization, lobby systems, and network architecture patterns.