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/setup-enginenpx skills add Donchitos/Claude-Code-Game-Studios --skill setup-enginegit 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/setup-engine)<a href="https://agentmods.dev/skills/donchitos/claude-code-game-studios/setup-engine"><img src="https://agentmods.dev/badge/skills/donchitos/claude-code-game-studios/setup-engine.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 | $0.00045 | $0.08033 |
| Opus 5 | $0.00023 | $0.04016 |
| Sonnet 5 | $0.00009 | $0.01607 |
| Haiku 4.5 | $0.00005 | $0.00803 |
Grade A, and why
setup-engine 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:
- setup-engine — 98% identical, 3 lines differ
- setup-engine — 95% identical, 135 lines differ
- setup-engine — 92% identical, 172 lines differ
How it starts
The opening of the file, as written. The whole thing — 717 lines — stays where its author put it; the contents beside it link to each section on GitHub.
When this skill is invoked:
1. Parse Arguments
Four modes:
- Full spec:
/setup-engine godot 4.6— engine and version provided - Engine only:
/setup-engine unity— engine provided, version will be looked up - No args:
/setup-engine— fully guided mode (engine recommendation + version) - Refresh:
/setup-engine refresh— update reference docs (see Section 10) - Upgrade:
/setup-engine upgrade [old-version] [new-version]— migrate to a new engine version (see Section 11)
2. Guided Mode (No Arguments)
If no engine is specified, run an interactive engine selection process:
Check for existing game concept
- Read
design/gdd/game-concept.mdif it exists — extract genre, scope, platform targets, art style, team size, and any engine recommendation from/brainstorm - If no concept exists, inform the user:
"No game concept found. Consider running
/brainstormfirst to discover what you want to build — it will also recommend an engine. Or tell me about your game and I can help you pick."
If the user wants to pick without a concept, ask in this order:
Question 1 — Prior experience (ask this first, always, via AskUserQuestion):
- Prompt: "Have you worked in any of these engines before?"
- Options:
Godot/Unity/Unreal Engine 5/Multiple — I'll explain/None of them - If they pick a specific engine → recommend that engine. Prior experience outweighs all other factors. Confirm with them and skip the matrix.
- If "None" or "Multiple" → continue to the questions below.
Questions 2-6 — Decision matrix inputs (only if no prior engine experience):
Question 2 — Target platform (ask this second, always, via AskUserQuestion — platform eliminates or heavily weights engines before any other factor):
- Prompt: "What platforms are you targeting for this game?"
- Options:
PC (Steam / Epic)/Mobile (iOS / Android)/Console/Web / Browser/Multiple platforms - Platform rules that feed directly into the recommendation:
- Mobile → Unity strongly preferred; Unreal is a poor fit; Godot is viable for simple mobile
- Console → Unity or Unreal; Godot console support requires third-party publishers or significant extra work
- Web → Godot exports cleanly to web; Unity WebGL is functional; Unreal has poor web support
- PC only → all engines viable; other factors decide
- Multiple → Unity is the most portable across PC/mobile/console
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 · 717 lines · 45 tokens per session scan A 7f4bc9868ca4
setup-engine is a skill published in the GitHub repository Donchitos/Claude-Code-Game-Studios (24,822 stars, last pushed 3mo ago), licensed MIT. It adds 45 tokens to every session and 8,033 once invoked, about $0.0002 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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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…
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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…