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/ux-designnpx skills add Donchitos/Claude-Code-Game-Studios --skill ux-designgit 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/ux-design)<a href="https://agentmods.dev/skills/donchitos/claude-code-game-studios/ux-design"><img src="https://agentmods.dev/badge/skills/donchitos/claude-code-game-studios/ux-design.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 | $0.00061 | $0.07618 |
| Opus 5 | $0.00030 | $0.03809 |
| Sonnet 5 | $0.00012 | $0.01524 |
| Haiku 4.5 | $0.00006 | $0.00762 |
Grade A, and why
ux-design 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
1 near-identical copy found in the catalogue:
- ux-design — 94% identical, 38 lines differ
How it starts
The opening of the file, as written. The whole thing — 990 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 & Determine Mode
Three authoring modes exist based on the argument:
| Argument | Mode | Output file |
|---|---|---|
hud |
HUD design | design/ux/hud.md |
patterns |
Interaction pattern library | design/ux/interaction-patterns.md |
Any other value (e.g., main-menu, inventory) |
UX spec for a screen or flow | design/ux/[argument].md |
| No argument | Ask the user | (see below) |
If no argument is provided, do not fail — ask instead. Use AskUserQuestion:
- "What are we designing today?"
- Options: "A specific screen or flow (I'll name it)", "The game HUD", "The interaction pattern library", "I'm not sure — help me figure it out"
If the user selects "I'll name it" or types a screen name, normalize it to kebab-case
for the filename (e.g., "Main Menu" becomes main-menu).
2. Gather Context (Read Phase)
Read all relevant context before asking the user anything. The skill's value comes from arriving informed.
2a: Required Reads
- Game concept: Read
design/gdd/game-concept.md— if missing, warn:"No game concept found. Run
/brainstormfirst to establish the game's foundation before designing UX." Continue anyway if the user asks.
2b: Player Journey
Read design/player-journey.md if it exists. For each relevant section, extract:
- Which journey phase(s) does this screen appear in?
- What is the player's emotional state on arrival at this screen?
- What player need is this screen serving in the journey?
- What critical moments (from the journey map) does this screen deliver?
If the player journey file does not exist, note the gap and proceed:
"No player journey map found at
design/player-journey.md. Designing without it means we'll be making assumptions about player context. Consider running a player journey session after this spec is drafted."
Also add to the UX spec's Open Questions section:
"Player journey map not yet created. Template available at
.claude/docs/templates/player-journey.md. Run/ux-designPhase 2b or create it manually to establish player context for this screen."
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 · 990 lines · 61 tokens per session scan A 2d37d14b6535
ux-design is a skill published in the GitHub repository Donchitos/Claude-Code-Game-Studios (24,800 stars, last pushed 3mo ago), licensed MIT. It adds 61 tokens to every session and 7,618 once invoked, about $0.0003 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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