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 felvieira/claude-skills-fv --skill 67-game-engine-developmentgit clone --depth 1 https://github.com/felvieira/claude-skills-fvWrote 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/felvieira/claude-skills-fv/67-game-engine-development)<a href="https://agentmods.dev/skills/felvieira/claude-skills-fv/67-game-engine-development"><img src="https://agentmods.dev/badge/skills/felvieira/claude-skills-fv/67-game-engine-development/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/felvieira/claude-skills-fv/67-game-engine-development"><img src="https://agentmods.dev/badge/skills/felvieira/claude-skills-fv/67-game-engine-development.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 | $0.00247 | $0.02840 |
| Opus 5 | $0.00123 | $0.01420 |
| Sonnet 5 | $0.00049 | $0.00568 |
| Haiku 4.5 | $0.00025 | $0.00284 |
Grade A, and why
game-engine-development 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 2d 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 — 181 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Game Engine Development — Unity C# e Unreal C++
Implementação real de sistemas de jogo em engine. Cobre os dois motores com profundidade genuína — Unity (C#) e Unreal Engine (C++) — porque são as duas únicas onde a fonte curada para esta skill tinha código de produção real, não esqueleto. Godot não tem cobertura própria aqui; ver a seção "Cobertura de Godot" abaixo antes de assumir profundidade que não existe.
Governanca Global
Esta skill segue GLOBAL.md, policies/execution.md, policies/source-driven.md e
policies/token-efficiency.md.
Codigo denso vive em references/ — carregar so o arquivo do motor/topico relevante a task, nao os
cinco de cara:
| Assunto | Arquivo |
|---|---|
| Unity — MonoBehaviour, ScriptableObject, pooling, eventos, coroutine, singleton | references/unity-patterns.md |
| Unreal — Actor component, UPROPERTY/UFUNCTION, timer, pooling, smart pointer | references/unreal-cpp.md |
| ECS e padroes de design (state machine, command, observer, service locator, spatial grid) | references/ecs-patterns.md |
| Otimizacao de performance — profiling, memoria, batching, LOD, culling, updates | references/performance-optimization.md |
| Multiplayer networking — cliente-servidor, predicao, lag compensation, serializacao | references/multiplayer-networking.md |
Esta skill entrega codigo, nao decisao de design. Para escolher paradigma de arquitetura, revisar
um GDD, ou calcular numero de balance antes de implementar, ver
skills/66-game-architecture-design/SKILL.md — aquela skill decide o que construir e por que, esta
constroi.
Quando Usar
- implementar um sistema de jogo em Unity (C#) — MonoBehaviour, ScriptableObject, componente, gerenciador de estado, pooling
- implementar um sistema de jogo em Unreal Engine (C++) — Actor, Component, UPROPERTY/UFUNCTION exposto a Blueprint, timer, data asset
- aplicar um padrao de design de jogo especifico — ECS, state machine, object pooling, command pattern, observer, service locator, spatial partitioning
- otimizar performance de um sistema existente — reduzir draw call, eliminar alocacao de garbage em Update, configurar LOD/occlusion culling, perfilar CPU/GPU/memoria
- implementar networking multiplayer — arquitetura servidor-autoritativo, predicao de cliente, reconciliacao, lag compensation pra hitscan, compressao de estado
What ships with it
5 files 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.
- 2d ago Changed · -3 lines · -70 tokens per session 5a0f02a06540
- 9d ago First seen · 184 lines · 317 tokens per session scan A 088c8f4e5eaf
game-engine-development is a skill published in the GitHub repository felvieira/claude-skills-fv (23 stars, last pushed yesterday), licensed Apache-2.0. It adds 247 tokens to every session and 2,840 once invoked, about $0.0012 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
game-programming-languages
Game programming languages - C#, C++, GDScript. Learn syntax, patterns, and engine-specific idioms for professional game development.
zoom-meeting-sdk-unreal
Zoom Meeting SDK for Unreal Engine wrapper integrations. Use when building Unreal projects that embed Zoom meetings with C++ and Blueprint wrappers, including wrapper-to-SDK mapping concerns.
reflection-method-call
Call a C# method by reflection — including private methods. Requires a method schema obtained via 'reflection-method-find'. Supports static methods, instance methods (with optional target deserialization), and main-thread / off-thread execution.
script-execute
Compiles and executes C# code dynamically using Roslyn. Supports a full-code mode (default) and a body-only mode — see the skill body for the difference and for how to pass Unity object references as parameters.
reflection-method-find
Find C# methods across every loaded assembly by name / type / parameters — including private methods. Returns serialized MethodData entries usable as schemas for 'reflection-method-call'.
unity-version-split
Split a C# file into Unity 6.5+ and pre-Unity 6.5 variants. Use when a file needs different implementations for different Unity versions due to API changes (e.g., EntityId vs int, GetEntityId vs GetInstanceID).