perf-profile

perf-profile is a skill for Claude Code, Codex from Donchitos/Claude-Code-Game-Studios. It costs 26 tokens per session (944 once invoked), scanned A, original, MIT.

A performance-analysis workflow that looks for slow code, excessive memory use, rendering costs, and other bottlenecks in a game.

In plain words
What is it for?
Use it to profile one game system or review performance across the whole project against defined budgets.
Why use it?
It helps explain why a game may run slowly or exceed its memory and loading targets, then ranks possible improvements.

Skill for Claude CodeCodex

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 · 24,822 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.

agentmods
npx agentmods add skills/donchitos/claude-code-game-studios/perf-profile
Any agent
npx skills add Donchitos/Claude-Code-Game-Studios --skill perf-profile
Clone the repo
git clone --depth 1 https://github.com/Donchitos/Claude-Code-Game-Studios

Made for: Claude Code, Codex.

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 perf-profile

README.md
[![agentmods](https://agentmods.dev/badge/skills/donchitos/claude-code-game-studios/perf-profile.svg)](https://agentmods.dev/skills/donchitos/claude-code-game-studios/perf-profile)
Your own site
<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>
Per session 26 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 944 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. Scan, not verified.
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 $0.00026 $0.00944
Opus 5 $0.00013 $0.00472
Sonnet 5 $0.00005 $0.00189
Haiku 4.5 $0.00003 $0.00094

Measured 2d ago against content hash 376f4f24dff7, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-05, from the pricing page.

Security

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.

Origin

Copies of this mod

4 near-identical copies found in the catalogue:

.claude/skills/perf-profile/SKILL.md · 127 lines

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]

Read the full file on GitHub · 127 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. 2d ago First seen · 127 lines · 26 tokens per session scan A 376f4f24dff7

Subscribe to this mod's changes

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.

Related

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…

zenstory-ai/novel-to-game · 157 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

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…

zenstory-ai/novel-to-game · 151 tokens

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…

zenstory-ai/novel-to-game · 149 tokens

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…

zenstory-ai/novel-to-game · 168 tokens

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…

zenstory-ai/novel-to-game · 146 tokens