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 agentmods add skills/donchitos/claude-code-game-studios/asset-specnpx skills add Donchitos/Claude-Code-Game-Studios --skill asset-specgit 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-spec)<a href="https://agentmods.dev/skills/donchitos/claude-code-game-studios/asset-spec"><img src="https://agentmods.dev/badge/skills/donchitos/claude-code-game-studios/asset-spec.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 | $0.00054 | $0.03902 |
| Opus 5 | $0.00027 | $0.01951 |
| Sonnet 5 | $0.00011 | $0.00780 |
| Haiku 4.5 | $0.00005 | $0.00390 |
Grade A, and why
asset-spec 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 6d 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
5 near-identical copies found in the catalogue:
- asset-spec — 100% identical, 3 lines differ
- asset-spec — 91% identical, 106 lines differ
- asset-spec — 91% identical, 106 lines differ
- asset-spec — 89% identical, 118 lines differ
- asset-spec — 88% identical, 58 lines differ
How it starts
The opening of the file, as written. The whole thing — 353 lines — stays where its author put it; the contents beside it link to each section on GitHub.
If no argument is provided, check whether design/assets/entity-inventory.md exists:
- If it exists: read it, find the first entity or screen with status "Needed" but no spec file yet, and use
AskUserQuestion:- Prompt: "The next unspecced item is [name]. Generate specs for it?"
- Options:
[A] Yes — spec [name]/[B] Pick a different item/[C] Stop here
- If no entity inventory: check
design/assets/asset-manifest.md. If manifest exists, same flow above but reading from manifest. - If neither exists: start the Entity & Screen Inventory flow (Phase 0b below) rather than failing.
Phase 0b: Entity & Screen Inventory (runs when no arguments and no existing inventory)
This flow produces design/assets/entity-inventory.md — the master list of everything
the game needs visually. Run once before asset spec work begins.
Step 1 — Gather from docs
Read all available source material in parallel:
design/gdd/systems-index.md— extract every system listed- All GDDs in
design/gdd/— extract: Visual/Audio Requirements sections, UI elements mentioned, VFX events, any named entities (characters, enemies, buildings, items) design/art/art-bible.md— extract: any named visual categories, asset type expectationsdesign/narrative/— scan for any character or world entity documents if they exist (optional — not required)
Step 2 — Build proposed inventory
Organize everything found into categories:
Characters / Protagonists
Enemies / Creatures
Buildings / Structures
Environment / Terrain
Items / Props
VFX / Particles
UI Screens (list each screen by name)
HUD Elements
Audio (SFX, music — descriptions only, no generation prompts)
Other
For each item, note the source doc it was found in.
Step 3 — Present and collaborate
Present the full proposed inventory to the user in conversation. Then use AskUserQuestion:
- Prompt: "I found [N] visual entities and [N] UI screens across your GDDs and art bible. Review the list — what's missing, what's not needed?"
- Options:
[A] Looks good — save this inventory[B] Add items I'll describe[C] Remove items that don't apply[D] Both add and remove — let me edit
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.
- 6d ago First seen · 353 lines · 54 tokens per session scan A 3a53c309c5e8
asset-spec is a skill published in the GitHub repository Donchitos/Claude-Code-Game-Studios (24,834 stars, last pushed 3mo ago), licensed MIT. It adds 54 tokens to every session and 3,902 once invoked, about $0.0003 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
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…
game-build
Build a risk-matched whitebox or the approved production game for its target runtime. Turn GAMEDESIGN, and ARTDIRECTION when production begins, into a minimal BUILDBRIEF and a runnable candidate that can be iterated with replayable evidence. Use for prototype the riskiest design question, implement the approved game…
game-world-design
Design game experience, systems, and levels. Converge the chosen concept into one GAMEDESIGN defining the player promise, core loop, how the world responds, the systems actually needed, level pacing, feedback, failure, and a fully playable prototype. Use for design the game world, deepen the gameplay and levels, write…
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…
game-qa
Verify a game with evidence on its selected target runtime. Launch the actual build and prove real rendering, input, the core loop, at least one designed outcome, restart, and explicit limitations without dressing subjective fun up as a certain verdict. Use for test a generated game, QA a game build, check whether the…