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 skills add Donchitos/Claude-Code-Game-Studios --skill vertical-slicegit 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/vertical-slice)<a href="https://agentmods.dev/skills/donchitos/claude-code-game-studios/vertical-slice"><img src="https://agentmods.dev/badge/skills/donchitos/claude-code-game-studios/vertical-slice.svg" alt="Measured on agentmods" height="20"></a>- NVIDIA SkillSpector warn
SkillSpector: 1 finding, up to medium
- 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.
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 | $0.00066 | $0.03804 |
| Opus 5 | $0.00033 | $0.01902 |
| Sonnet 5 | $0.00013 | $0.00761 |
| Haiku 4.5 | $0.00007 | $0.00380 |
Grade A, and why
vertical-slice 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 4d 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
1 near-identical copy found in the catalogue:
- vertical-slice — 92% identical, 50 lines differ
How it starts
The opening of the file, as written. The whole thing — 360 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Purpose
The vertical slice answers a different question from the concept prototype: "Can we build this full game loop at production quality, on schedule?"
Default use — run late in Pre-Production, after GDDs, architecture, and UX specs are complete. It is a near-production-quality build demonstrating one complete [start → challenge → resolution] cycle.
Post-pivot? If a PIVOT verdict from an earlier vertical slice sent you back to revise GDDs and architecture, run this again after revisions to re-validate. It can be run as many times as needed until a PROCEED or KILL verdict is reached.
It validates:
- The pipeline (can the team actually produce this quality of content?)
- Execution feasibility (are the architecture decisions correct for this game?)
- Fun survival (does the fun from the concept prototype survive full design?)
- Velocity (how long did this take? That's your real production rate estimate.)
Earlier in the project? If you haven't written GDDs yet and want to validate
whether the core idea is worth designing, run /prototype (concept prototype) instead.
Phase 1: Resolve Review Mode and Load Context
Resolve the review mode:
- If
--review [full|lean|solo]was passed → use that - Else read
production/review-mode.txt→ use that value - Else → default to
lean
See .claude/docs/director-gates.md for the full check pattern.
Read the following files to understand the full design intent:
CLAUDE.md— tech stack and enginedesign/gdd/game-concept.md— core fantasy and game pillarsdesign/gdd/systems-index.md— MVP systems and their prioritiesdocs/architecture/architecture.md— layer structuredocs/architecture/control-manifest.md— technical rules for implementation- Key GDDs for the systems being sliced
Phase 2: Define the Slice Scope and Validation Question
Before building, define the falsifiable validation question:
"Does a player, starting from nothing, experience [core fantasy from game-concept.md] within [N] minutes, without developer guidance — and can we build one such loop in [X] days at representative quality?"
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.
- 4d ago First seen · 360 lines · 66 tokens per session scan A a555d5a79fce
vertical-slice is a skill published in the GitHub repository Donchitos/Claude-Code-Game-Studios (24,852 stars, last pushed 3mo ago), licensed MIT. It adds 66 tokens to every session and 3,804 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.
Other skills, from other repositories
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.
game-concept-architect
A structured method for turning a one-sentence game idea into a testable design plan, covering player actions, the core loop, scope, assumptions, and validation.
achievements
Steam-style achievement system with XP, levels, streaks, and skill trees. Gamifies the development workflow. 25 achievements across 5 categories.
unity-ecs
Use when considering ECS/DOTS architecture — when to use ECS vs MonoBehaviour, Burst compiler, Job System, hybrid approaches, and migration strategies from MonoBehaviour to ECS.
prefab-architecture
Use when designing prefab structure — base prefabs vs variants, nested prefabs, override strategies, prefab editing workflows, and when to use prefab variants vs ScriptableObject configs.
scene-architecture
Use when designing scene structure — single vs additive loading, bootstrap patterns, scene transitions, persistent managers, DontDestroyOnLoad decisions, and streaming world setups.