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/github.svg" alt="Measured on agentmods" height="20"></a>Or the 80×15 button, for a site that already has a row of RSS and ATOM ones. Only the verdict fits; the numbers stay here.
<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="Reviewed on agentmods" width="80" height="20"></a>- NVIDIA SkillSpector warn
SkillSpector: 1 finding, up to medium
These are SkillSpector’s own severities. On a checked sample its high-severity flags on skills were ~96% false positives — a documented command, a public API, a “never do X” rule — so we show them as a caution to read, not a verdict. Why →
- 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 | $0.00034 | $0.04929 |
| Opus 5.5 | $0.00014 | $0.01972 |
| Sonnet 5.5 | $0.00007 | $0.00986 |
| Haiku 4.5 | $0.00003 | $0.00493 |
Grade A, and why
vertical-slice scanned grade A with 0 findings against 26 rules in 11 categories — prompt injection, anti-refusal, data exfiltration, privilege escalation, supply chain, agent snooping, system-prompt leakage, SSRF and excessive agency — measured 3d ago.
A static scan of the body, not an audit. Every finding is printed with the line that produced it so you can judge whether it matters here. A mod is markdown that instructs an agent; that is exactly why what it instructs is worth reading.
Nothing flagged
None of the 26 patterns this scan looks for appear in this file: no shell pipes, no recursive deletes, no credential paths, no hidden text, no instruction-override or anti-refusal phrasing, no agent-config snooping. That is not a guarantee, it is the absence of the things that are checkable.
Copies of this mod
1 near-identical copy found in the catalogue:
- vertical-slice — 92% identical, 168 lines differ
How it starts
The opening of the file, as written. The whole thing — 426 lines — stays where its author put it; the contents beside it link to each section on GitHub.
!bash "${CLAUDE_SKILL_DIR}/../../hooks/yaml-helper.sh" resolve_config --keys review_mode,automation,workflow
Resolved above — use as-is; --review overrides review_mode for this run. No
block → defaults in .claude/docs/config-resolution.md.
Vertical Slice
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
See .claude/docs/director-gates.md for the full check pattern. Individual gate definitions live in .claude/docs/director-gates/[gate-id].md — the spawned agent reads its own gate file; do not read it in the parent session.
Every AskUserQuestion call follows .claude/docs/automation-modes.md
(collaborative asks always · guided major-only · autonomous logs and proceeds;
automation_always_ask categories always prompt).
Read the following files to understand the full design intent. Read each GDD, ADR
and the control manifest by section: find the headings you need with
the Grep tool (pattern ^#, content mode) and Read those ranges with offset
and limit.
CLAUDE.md— tech stack and enginedesign/gdd/game-concept.md— core fantasy and game pillars (ordesign/game-brief.md, the one-page brief that replaces it atrigor: minimal— pitch, core loop and "what they feel" line; it has no pillars)design/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
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.
- 3d ago Changed · +3 lines e7d48f49119c
- 14d ago Changed · +6 lines d09091d53305
- 23d ago Changed · +53 lines 5ca4cb142083
- 28d ago Changed 52908f7e2b65
- 29d ago Changed · +4 lines · -32 tokens per session 1703dd13425b
- 1mo 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 (27,186 stars, last pushed 4d ago), licensed MIT. It adds 34 tokens to every session and 4,929 once invoked, about $0.0001 per session on Opus 5.5. 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
game-design
How game development works as a process — roles, subtasks, workflows and role descriptions, especially (but not only) for Roblox. Use this skill when it's about the ORGANIZATION of game dev rather than concrete code: Which roles exist (Creative Director, Engineer, Artist, Polish/Audio, Business, QA-Tester, Game…
rbx-dev
Meta-skill for complete Roblox game development with Rojo — the entry point that knows and unifies the three specialist skills /rojo (filesystem→Studio sync, project setup), /rbx-studio (editor, MCP, assets, malware scan) and /game-design (roles, workflows, GDD). Use this skill for ANY Roblox game-dev undertaking…
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…
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.
gamemaker-gml
Best practices for GameMaker Language (GML) development, covering scripts, object events, rooms, data structures, and performance-minded game code. Use when writing GML scripts or object event code in GameMaker Studio, structuring create/step/draw events, managing rooms and instances, building state machines for…
wow-assistant
Context-aware World of Warcraft lore, progressive hints, builds, and PvP/PvE guidance using the Nanocodex WoW companion's exported character snapshot.