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/perf-profilenpx skills add Donchitos/Claude-Code-Game-Studios --skill perf-profilegit 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/perf-profile)<a href="https://agentmods.dev/skills/donchitos/claude-code-game-studios/perf-profile"><img src="https://agentmods.dev/badge/skills/donchitos/claude-code-game-studios/perf-profile.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 | $0.00026 | $0.00944 |
| Opus 5 | $0.00013 | $0.00472 |
| Sonnet 5 | $0.00005 | $0.00189 |
| Haiku 4.5 | $0.00003 | $0.00094 |
Grade A, and why
perf-profile 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 2d 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
4 near-identical copies found in the catalogue:
- perf-profile — 94% identical, 3 lines differ
- perf-profile — 94% identical, 3 lines differ
- perf-profile — 92% identical, 1 lines differ
- perf-profile — 83% identical, 23 lines differ
How it starts
The opening of the file, as written. The whole thing — 127 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Phase 1: Determine Scope
Read the argument:
- System name → focus profiling on that specific system
full→ run a comprehensive profile across all systems
Phase 2: Load Performance Budgets
Check for existing performance targets in design docs or CLAUDE.md:
- Target FPS (e.g., 60fps = 16.67ms frame budget)
- Memory budget (total and per-system)
- Load time targets
- Draw call budgets
- Network bandwidth limits (if multiplayer)
Phase 3: Analyze Codebase
CPU Profiling Targets:
_process()/Update()/Tick()functions — list all and estimate cost- Nested loops over large collections
- String operations in hot paths
- Allocation patterns in per-frame code
- Unoptimized search/sort over game entities
- Expensive physics queries (raycasts, overlaps) every frame
Memory Profiling Targets:
- Large data structures and their growth patterns
- Texture/asset memory footprint estimates
- Object pool vs instantiate/destroy patterns
- Leaked references (objects that should be freed but aren't)
- Cache sizes and eviction policies
Rendering Targets (if applicable):
- Draw call estimates
- Overdraw from overlapping transparent objects
- Shader complexity
- Unoptimized particle systems
- Missing LODs or occlusion culling
I/O Targets:
- Save/load performance
- Asset loading patterns (sync vs async)
- Network message frequency and size
Phase 4: Generate Profiling Report
## Performance Profile: [System or Full]
Generated: [Date]
### Performance Budgets
| Metric | Budget | Estimated Current | Status |
|--------|--------|-------------------|--------|
| Frame time | [16.67ms] | [estimate] | [OK/WARNING/OVER] |
| Memory | [target] | [estimate] | [OK/WARNING/OVER] |
| Load time | [target] | [estimate] | [OK/WARNING/OVER] |
| Draw calls | [target] | [estimate] | [OK/WARNING/OVER] |
### Hotspots Identified
| # | Location | Issue | Estimated Impact | Fix Effort |
|---|----------|-------|------------------|------------|
### Optimization Recommendations (Priority Order)
1. **[Title]** — [Description]
- Location: [file:line]
- Expected gain: [estimate]
- Risk: [Low/Med/High]
- Approach: [How to implement]
### Quick Wins (< 1 hour each)
- [Simple optimization 1]
### Requires Investigation
- [Area that needs actual runtime profiling to confirm impact]
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.
- 2d ago First seen · 127 lines · 26 tokens per session scan A 376f4f24dff7
perf-profile 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 944 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.
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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-concept
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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-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…