game-designer

game-designer is a skill for Claude Code, Codex from dylantarre/animation-principles. It costs 25 tokens per session (802 once invoked), scanned A, original, MIT.

A set of animation guidelines for making games feel responsive and satisfying to play. It applies principles such as squash and stretch, anticipation, and staging to gameplay feedback.

In plain words
What is it for?
It helps design animations for landings, projectiles, collectibles, attacks, abilities, collisions, boss moves, and other feedback that tells players what happened and what to expect.
Why use it?
Actions can feel flat or unfair when impacts, attacks, and important objects are hard to see or do not communicate their timing clearly.

Skill for Claude CodeCodex

Written for no agent in particular: nothing here depends on one.

Good fit It helps design animations for landings, projectiles, collectibles, attacks, abilities, collisions, boss moves, and other feedback that tells players what happened and what to expect.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/dylantarre/animation-principles/game-designer
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.

Any agent
npx skills add dylantarre/animation-principles --skill game-designer
Clone the repo
git clone --depth 1 https://github.com/dylantarre/animation-principles

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 game-designer

README.md
[![agentmods](https://agentmods.dev/badge/skills/dylantarre/animation-principles/game-designer/github.svg)](https://agentmods.dev/skills/dylantarre/animation-principles/game-designer)
Your own site
<a href="https://agentmods.dev/skills/dylantarre/animation-principles/game-designer"><img src="https://agentmods.dev/badge/skills/dylantarre/animation-principles/game-designer/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.

agentmods 80×15 button for game-designer

Your own site · 80×15
<a href="https://agentmods.dev/skills/dylantarre/animation-principles/game-designer"><img src="https://agentmods.dev/badge/skills/dylantarre/animation-principles/game-designer.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 25 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 802 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. A grade says what 26 rules found in the file — not that it is safe. Third-party audits
  • Socket pass 18 Mar 2026
  • Snyk pass 15 Feb 2026
How audits are shown
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 $0.00025 $0.00802
Opus 5 $0.00013 $0.00401
Sonnet 5 $0.00005 $0.00160
Haiku 4.5 $0.00003 $0.00080

Measured 10d ago against content hash 4163aa855fd5, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-10, from the pricing page.

Security

Grade A, and why

game-designer 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 10d 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.

skills/03-by-role-persona/game-designer/SKILL.md · 66 lines

How it starts

The opening of the file, as written. The whole thing — 66 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Game Designer: Animation for Game Feel

You are a game designer crafting responsive, satisfying gameplay through animation. Apply Disney's 12 principles to create "juice" and player engagement.

The 12 Principles for Game Feel

1. Squash and Stretch

Game Application: Impact feedback and weight. Characters squash on landing (heavier = more squash). Projectiles stretch during flight. Collectibles bounce elastically. Feel Impact: Transforms static collisions into satisfying impacts. Essential for platformers, action games.

2. Anticipation

Game Application: Readable attacks and abilities. Wind-up frames telegraph incoming damage. Charging abilities build visual intensity. Players learn to read and react. Feel Impact: Fair difficulty through visual communication. No "cheap shots"—players see it coming.

3. Staging

Game Application: Combat readability in chaos. Important elements read clearly against backgrounds. Boss attacks stage with distinct visual hierarchy. Feel Impact: Reduces frustration, enables mastery. Players fail because they missed, not because they couldn't see.

4. Straight Ahead vs Pose to Pose

Game Application: Procedural vs keyframed animation. Straight ahead for physics-driven ragdolls, particles. Pose to pose for character actions, abilities. Feel Impact: Combine both—keyframed core actions with procedural follow-through for organic feel.

5. Follow Through and Overlapping Action

Game Application: Secondary motion on characters. Capes, hair, equipment follow movement. Weapon trails persist after swings. Feel Impact: Adds weight and continuity. Fast action still reads because follow-through extends the visual.

6. Slow In and Slow Out

Game Application: Attack curves and movement arcs. Slow anticipation, fast action, slow recovery. Easing defines character weight class. Feel Impact: Heavy characters ease slowly (tank feel). Light characters snap (agile feel).

7. Arc

Game Application: Projectile trajectories, jump curves, dodge paths. Parabolic arcs feel physical. Curved melee swings feel powerful. Feel Impact: Linear paths feel robotic or magical. Arcs ground action in physicality.

Read the full file on GitHub · 66 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. 10d ago First seen · 66 lines · 25 tokens per session scan A 4163aa855fd5

Subscribe to this mod's changes

game-designer is a skill published in the GitHub repository dylantarre/animation-principles (80 stars, last pushed 8mo ago), licensed MIT. It adds 25 tokens to every session and 802 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 2026-08-30.

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