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/map-systemsnpx skills add Donchitos/Claude-Code-Game-Studios --skill map-systemsgit 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/map-systems)<a href="https://agentmods.dev/skills/donchitos/claude-code-game-studios/map-systems"><img src="https://agentmods.dev/badge/skills/donchitos/claude-code-game-studios/map-systems.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 | $0.00026 | $0.03716 |
| Opus 5 | $0.00013 | $0.01858 |
| Sonnet 5 | $0.00005 | $0.00743 |
| Haiku 4.5 | $0.00003 | $0.00372 |
Grade A, and why
map-systems 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.
Copies of this mod
3 near-identical copies found in the catalogue:
- map-systems — 95% identical, 35 lines differ
- map-systems — 94% identical, 13 lines differ
- map-systems — 91% identical, 5 lines differ
How it starts
The opening of the file, as written. The whole thing — 365 lines — stays where its author put it; the contents beside it link to each section on GitHub.
When this skill is invoked:
Parse Arguments
Two modes:
- No argument:
/map-systems— Run the full decomposition workflow (Phases 1-5) to create or update the systems index. next:/map-systems next— Pick the highest-priority undesigned system from the index and hand off to/design-system(Phase 6).
Also 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.
Phase 1: Read Concept (Required Context)
Read the game concept and any existing design work. This provides the raw material for systems decomposition.
Required:
- Read
design/gdd/game-concept.md— fail with a clear message if missing:"No game concept found at
design/gdd/game-concept.md. Run/brainstormfirst to create one, then come back to decompose it into systems."
Optional (read if they exist):
- Read
design/gdd/game-pillars.md— pillars constrain priority and scope - Read
design/gdd/systems-index.md— if exists, resume from where it left off (update, don't recreate from scratch) - Glob
design/gdd/*.md— check which system GDDs already exist
If the systems index already exists:
- Read it and present current status to the user
- Use
AskUserQuestionto ask: "The systems index already exists with [N] systems ([M] designed, [K] not started). What would you like to do?"- Options: "Update the index with new systems", "Design the next undesigned system", "Review and revise priorities"
Phase 2: Systems Enumeration (Collaborative)
Extract and identify all systems the game needs. This is the creative core of the skill — it requires human judgment because concept docs rarely enumerate every system explicitly.
Step 2a: Extract Explicit Systems
Scan the game concept for directly mentioned systems and mechanics:
- Core Mechanics section (most explicit)
- Core Loop section (implies what systems drive each loop tier)
- Technical Considerations section (networking, procedural generation, etc.)
- MVP Definition section (required features = required systems)
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 · 365 lines · 26 tokens per session scan A a46393797f52
map-systems is a skill published in the GitHub repository Donchitos/Claude-Code-Game-Studios (24,822 stars, last pushed 3mo ago), licensed MIT. It adds 26 tokens to every session and 3,716 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 2026-09-03.
Other skills, from other repositories
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game-concept-architect
将一句话游戏创意扩展为可验证的游戏设计蓝图:从 concept seed、玩家动词、design nucleus options、动作-目标对齐、assumption ledger、玩家承诺、核心循环、scope gate 到 validation plan。适用于真实项目、私有项目、客户项目、公开案例或 synthetic cases;仓库示例发布规则由 CONTRIBUTING.md 管理。.
game-experience-density-optimizer
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game-build
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novel-game-analyze
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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…