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/localizenpx skills add Donchitos/Claude-Code-Game-Studios --skill localizegit 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/localize)<a href="https://agentmods.dev/skills/donchitos/claude-code-game-studios/localize"><img src="https://agentmods.dev/badge/skills/donchitos/claude-code-game-studios/localize.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 | $0.00050 | $0.04242 |
| Opus 5 | $0.00025 | $0.02121 |
| Sonnet 5 | $0.00010 | $0.00848 |
| Haiku 4.5 | $0.00005 | $0.00424 |
Grade A, and why
localize 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 yesterday.
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 — 442 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Localization Pipeline
Localization is not just translation — it is the full process of making a game feel native in every language and region. Poor localization breaks immersion, confuses players, and blocks platform certification. This skill covers the complete pipeline from string extraction through cultural review, VO recording, RTL layout testing, and localization QA sign-off.
Modes:
scan— Find hardcoded strings and localization anti-patterns (read-only)extract— Extract strings and generate translation-ready tablesvalidate— Check translations for completeness, placeholders, and lengthstatus— Coverage matrix across all localesbrief— Generate translator context briefing document for an external teamcultural-review— Flag culturally sensitive content, symbols, colours, idiomsvo-pipeline— Manage voice-over localization: scripts, recording specs, integrationrtl-check— Validate RTL language layout, mirroring, and font supportfreeze— Enforce string freeze; lock source strings before translation beginsqa— Run the full localization QA cycle before release
If no subcommand is provided, output usage and stop. Verdict: FAIL — missing required subcommand.
Phase 2A: Scan Mode
Search src/ for hardcoded user-facing strings:
- String literals in UI code not wrapped in a localization function (
tr(),Tr(),NSLocalizedString,GetText, etc.) - Concatenated strings that should be parameterized
- Strings with positional placeholders (
%s,%d) instead of named ones ({playerName}) - Format strings that mix locale-sensitive data (numbers, dates, currencies) without locale-aware formatting
Search for localization anti-patterns:
- Date/time formatting not using locale-aware functions
- Number formatting without locale awareness (
1,000vs1.000) - Text embedded in images or textures (flag asset files in
assets/) - Strings that assume left-to-right text direction (positional layout, string assembly order)
- Gender/plurality assumptions baked into string logic (must use plural forms or gender tokens)
- Hardcoded punctuation (e.g.
"You won!"— exclamation styles vary by locale)
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.
- yesterday First seen · 442 lines · 50 tokens per session scan A 781f60f1c425
localize is a skill published in the GitHub repository Donchitos/Claude-Code-Game-Studios (24,822 stars, last pushed 3mo ago), licensed MIT. It adds 50 tokens to every session and 4,242 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 2026-09-03.
Other skills, from other repositories
game-design-book-translator
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i18n-locale-fill
Fill pending i18n rows across every locale for World of ClaudeCraft, the release-time workflow. Use when the release-tier gate (I18NRELEASETIER=1) fails on pending rows, when asked to translate or fill locales, overlays, or matcher DICTs, or when preparing a release branch whose registry still has pending entries.…
maintaining-modding-environments
Use after first-run for ongoing modpack maintenance: update/install KB packs, author or register custom/mod KB packs, maintain localization glossary KBs for translator use, prune KB cache, health-check the environment, version-pin KB/tooling, or handle recurring BGS modding environment care.
using-bgs-translator
Use when the user wants to translate a Bethesda Game Studios plugin (.esp/.esm/.esl) with bgs-translator/xtl, create or inspect a translation project, run LLM batch translation, generate prompt previews, or export SST/XML for xTranslator. Triggers - "translate this mod", "汉化这个 mod", "localize plugin", "build SST"…
dialogue-systems
Build branching dialogue and narrative — a node/choice graph with conditions, variables, and localization hooks — and choose between authoring tools Ink and Yarn Spinner or a custom data-driven runner. Engine-neutral. Use when the user mentions dialogue system, branching dialogue, conversation tree, choices, Ink…
localization
Use when implementing localization (i18n/l10n) — TranslationServer, CSV/PO translation files, locale switching, RTL support, and pluralization in Godot 4.3+.