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 fanfan-de/anybox --skill game-studiogit clone --depth 1 https://github.com/fanfan-de/anyboxWrote 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/fanfan-de/anybox/game-studio)<a href="https://agentmods.dev/skills/fanfan-de/anybox/game-studio"><img src="https://agentmods.dev/badge/skills/fanfan-de/anybox/game-studio/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/fanfan-de/anybox/game-studio"><img src="https://agentmods.dev/badge/skills/fanfan-de/anybox/game-studio.svg" alt="Reviewed on agentmods" width="80" height="20"></a>- NVIDIA SkillSpector pass
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 | $0.00037 | $0.01244 |
| Opus 5 | $0.00018 | $0.00622 |
| Sonnet 5 | $0.00007 | $0.00249 |
| Haiku 4.5 | $0.00004 | $0.00124 |
Grade A, and why
game-studio 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 9d 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.
How it starts
The opening of the file, as written. The whole thing — 95 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Game Studio
Overview
Use this skill as the umbrella entrypoint for browser-game work. Default to a 2D Phaser path unless the user explicitly asks for 3D, Three.js, React Three Fiber, shader-heavy rendering, or another WebGL-first direction.
This plugin is intentionally asymmetric:
- 2D is the strongest execution path in v1.
- 3D has one opinionated default ecosystem: vanilla Three.js for plain TypeScript or Vite apps, React Three Fiber for React-hosted 3D apps, and GLB or glTF 2.0 as the default shipping asset format.
- Shared architecture, UI, and playtest practices apply to both.
Use This Skill When
- the user is still choosing a stack
- the request spans multiple domains such as runtime, UI, asset pipeline, and QA
- the user says "help me build a game" without naming the implementation path
Do Not Stay Here When
- the runtime is clearly plain Three.js
- the runtime is clearly React Three Fiber
- the task is clearly a shipped-asset problem
- the task is clearly frontend-only or QA-only
Once the intent is clear, route to the most specific specialist skill and continue from there.
Routing Rules
- Classify the request before designing or coding:
2D default: Phaser, sprites, tilemaps, top-down, side-view, grid tactics, action platformers.3D + plain TS/Vite: imperative scene control, engine-like loops, non-React apps, direct Three.js work.3D + React: React-hosted product surfaces, declarative scene composition, shared React state, UI-heavy 3D apps.3D asset pipeline: GLB, glTF, texture packaging, compression, LOD, runtime asset size.Alternative engine: Babylon.js or PlayCanvas requests, usually as comparison or ecosystem fit questions.Shared: core loop design, frontend direction, save/debug/perf boundaries, browser QA.
- Route to the specialist skills immediately after classification:
- Shared architecture and engine choice:
../web-game-foundations/SKILL.md - Deep 2D implementation:
../phaser-2d-game/SKILL.md - Vanilla Three.js implementation:
../three-webgl-game/SKILL.md - React-hosted 3D implementation:
../react-three-fiber-game/SKILL.md - 3D asset shipping and optimization:
../web-3d-asset-pipeline/SKILL.md - HUD and menu direction:
../game-ui-frontend/SKILL.md - 2D sprite generation and normalization:
../sprite-pipeline/SKILL.md - Browser QA and visual review:
../game-playtest/SKILL.md
- Shared architecture and engine choice:
- Keep one coherent plan across the routed skills. Do not let engine, UI, asset, and QA decisions drift apart.
What ships with it
1 file beside SKILL.md in the same directory: the scripts, references and assets a skill reads on demand. Not counted in the per-session cost; read them before you install if any of them is executable.
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.
- 9d ago First seen · 95 lines · 37 tokens per session scan A 87c32773f787
game-studio is a skill published in the GitHub repository fanfan-de/anybox (57 stars, last pushed 1mo ago), licensed MIT. It adds 37 tokens to every session and 1,244 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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