map-systems

map-systems is a skill for Claude Code from Donchitos/Claude-Code-Game-Studios. It costs 24 tokens per session (5,330 once invoked), scanned A, original, MIT.

A game-design planning skill that breaks a game concept into separate systems, records their dependencies, and orders the design work.

In plain words
What is it for?
Use it to create or update a systems index, or to choose the next game system that should be designed.
Why use it?
It turns a broad game idea into a structured list of smaller areas to design, so important dependencies and missing systems are easier to see.

Skill for Claude Code

Written for Claude Code: allowed-tools in frontmatter. Also seen: model in frontmatter; names the AskUserQuestion tool; mentions Claude Code.

Good fit Use it to create or update a systems index, or to choose the next game system that should be designed.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/donchitos/claude-code-game-studios/map-systems
About the project

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.

Donchitos/Claude-Code-Game-Studios · 26,893 stars · on GitHub

Install

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.

Any agent
npx skills add Donchitos/Claude-Code-Game-Studios --skill map-systems
Clone the repo
git clone --depth 1 https://github.com/Donchitos/Claude-Code-Game-Studios

Made for: Claude Code.

Wrote 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.

agentmods badge for map-systems

README.md
[![agentmods](https://agentmods.dev/badge/skills/donchitos/claude-code-game-studios/map-systems/github.svg)](https://agentmods.dev/skills/donchitos/claude-code-game-studios/map-systems)
Your own site
<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/github.svg" alt="Measured on agentmods" height="20"></a>

Or the 80×15 button, for a site that already has a row of RSS and ATOM ones. Only the verdict fits; the numbers stay here.

agentmods 80×15 button for map-systems

Your own site · 80×15
<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="Reviewed on agentmods" width="80" height="20"></a>
Per session 24 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 5,330 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. A grade says what 26 rules found in the file — not that it is safe. Third-party audits
  • NVIDIA SkillSpector warn 7 Sept 2026
  • Socket pass 13 May 2026
  • Snyk pass 13 May 2026
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.
How audits are shown
Origin original No closer match found in the catalogue.
Token cost

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.

ModelPer sessionOnce invoked
Fable 5.1 $0.00024 $0.05330
Opus 5.5 $0.00010 $0.02132
Sonnet 5.5 $0.00005 $0.01066
Haiku 4.5 $0.00002 $0.00533

Measured today against content hash d27959d0043b, method: parsed. Prices are Anthropic first-party input rates as of 2026-10-07, from the pricing page.

Security

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 today.

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.

Origin

Copies of this mod

3 near-identical copies found in the catalogue:

.claude/skills/map-systems/SKILL.md · 456 lines

How it starts

The opening of the file, as written. The whole thing — 456 lines — stays where its author put it; the contents beside it link to each section on GitHub.

!bash "${CLAUDE_SKILL_DIR}/../../hooks/yaml-helper.sh" resolve_config --keys review_mode,automation,workflow,docs.density,project.stage

Resolved above — use as-is; --review overrides review_mode. No block → defaults in .claude/docs/config-resolution.md.

Map Systems

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).

See .claude/docs/director-gates.md for the full check pattern. Individual gate definitions live in .claude/docs/director-gates/[gate-id].md — the spawned agent reads its own gate file; do not read it in the parent session.

Every AskUserQuestion call follows .claude/docs/automation-modes.md (collaborative asks always · guided major-only · autonomous logs and proceeds; automation_always_ask categories always prompt). In collaborative mode the system list, dependency, priority and write approvals are separate questions: each waits for its answer before the next step runs.

docs.density — it controls per-section depth, where workflow controls which sections exist. modes.rigor sets both together; set docs.density explicitly to vary depth alone: terse (the default, via rigor: minimal) = one-line system descriptions; balanced = a brief paragraph per system + dependency notes (rigor: standard); thorough = full system-by-system rationale + relationship analysis. Apply it to every section you author.

Where the per-system prose goes. templates/systems-index.md's Systems Enumeration is a fixed-column table with no description column, so at balanced and thorough the prose belongs in ## Overview — one short paragraph per system at balanced, plus relationship analysis at thorough — and in the ## Dependency Map layer notes. Do not add a column to the enumeration table — it is a fixed contract in .claude/docs/templates/systems-index.md, and its consumers (/design-system §6 and §7, /create-epics) are written against the columns it defines. Widening it is a schema change, not a formatting choice.

How the consumers actually read it. Nothing parses this table positionally. The two scripts that mention systems-index.md (gdd-structure-check.sh:51, review-scope.sh:40) match it by filename in a case statement and parse no columns at all; the two skills key on the Category column by name (design-system:229, :780). So Category is the column that must never be renamed or dropped, and the table stays a fixed contract because every consumer is written against the set of columns the template defines. At terse, the table plus a one-paragraph ## Overview is the whole output.

Read the full file on GitHub · 456 lines

Changes

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.

  1. today Changed · -12 lines d27959d0043b
  2. 11d ago Changed · +2 lines f3f4d7f37d68
  3. 20d ago Changed · +15 lines f03742ae0144
  4. 25d ago Changed 3b8e18d43fc8
  5. 26d ago Changed · +86 lines · -2 tokens per session 2eb5dd25cfbb
  6. 1mo ago First seen · 365 lines · 26 tokens per session scan A a46393797f52

Subscribe to this mod's changes

map-systems is a skill published in the GitHub repository Donchitos/Claude-Code-Game-Studios (26,893 stars, last pushed yesterday), licensed MIT. It adds 24 tokens to every session and 5,330 once invoked, about $0.0001 per session on Opus 5.5. 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.

Related

Other skills, from other repositories

game-design

How game development works as a process — roles, subtasks, workflows and role descriptions, especially (but not only) for Roblox. Use this skill when it's about the ORGANIZATION of game dev rather than concrete code: Which roles exist (Creative Director, Engineer, Artist, Polish/Audio, Business, QA-Tester, Game…

ellmos-ai/skills · 176 tokens

rbx-dev

Meta-skill for complete Roblox game development with Rojo — the entry point that knows and unifies the three specialist skills /rojo (filesystem→Studio sync, project setup), /rbx-studio (editor, MCP, assets, malware scan) and /game-design (roles, workflows, GDD). Use this skill for ANY Roblox game-dev undertaking…

ellmos-ai/skills · 182 tokens

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…

zenstory-ai/novel-to-game · 201 tokens

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.

modu-ai/moai-cowork · 300 tokens

gamemaker-gml

Best practices for GameMaker Language (GML) development, covering scripts, object events, rooms, data structures, and performance-minded game code. Use when writing GML scripts or object event code in GameMaker Studio, structuring create/step/draw events, managing rooms and instances, building state machines for…

Mindrally/skills · 76 tokens

wow-assistant

Context-aware World of Warcraft lore, progressive hints, builds, and PvP/PvE guidance using the Nanocodex WoW companion's exported character snapshot.

gakonst/nanocodex · 37 tokens