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 frabcd/codex-ai-game-studio --skill startgit clone --depth 1 https://github.com/frabcd/codex-ai-game-studioWrote 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/frabcd/codex-ai-game-studio/start)<a href="https://agentmods.dev/skills/frabcd/codex-ai-game-studio/start"><img src="https://agentmods.dev/badge/skills/frabcd/codex-ai-game-studio/start/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/frabcd/codex-ai-game-studio/start"><img src="https://agentmods.dev/badge/skills/frabcd/codex-ai-game-studio/start.svg" alt="Reviewed on agentmods" width="80" height="20"></a>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 | $0.00022 | $0.00854 |
| Opus 5 | $0.00011 | $0.00427 |
| Sonnet 5 | $0.00004 | $0.00171 |
| Haiku 4.5 | $0.00002 | $0.00085 |
Grade A, and why
start 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 7d 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 — 73 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Port provenance: adapted from the pinned upstream source at
984023ddac0d5e27624f2baacde6105e45de375funder MIT; see the repository parity ledger for the exact path and blob.
Start: safe game-studio router
Use this as the primary entry point. Begin with read-only orientation; do not create files, install software, enable hooks, start MCP servers, launch editors, download models, or change configuration during routing.
1. Inspect quietly
- Identify the operating system, architecture, repository root, project markers,
engine, renderer, DCC and pixel tools, languages, tests, build scripts, and
existing
.ai-game-studio/state. - Check only credential presence by environment-variable name. Never print, read, or store secret values.
- Detect whether this is a new idea, a prototype, an existing production project, a migration, or an asset-only task.
- Treat uncertain evidence as unknown.
2. Establish intent
Ask only the smallest blocking question needed: desired outcome, target platform, commercial-use intent, time budget, and whether existing assets or references have clear rights. Keep the user as creative director.
3. Route
| Need | Next skill |
|---|---|
| Explore or formalize a concept | $ai-game-studio:brainstorm |
| Adopt an existing project | $ai-game-studio:adopt |
| Inspect compatibility | $ai-game-studio:toolchain-doctor |
| Select external tools | $ai-game-studio:tool-discover |
| Prompt to a playable proof | $ai-game-studio:prompt-to-game |
| Configure an engine | $ai-game-studio:setup-engine |
| 2D sprites or tiles | $ai-game-studio:sprite-generate |
| 3D mesh generation | $ai-game-studio:asset-3d-generate |
| PBR maps or materials | $ai-game-studio:material-texture-generate |
| Rigging or animation | $ai-game-studio:rig-animation |
| Terrain, scenes, or levels | $ai-game-studio:world-generate |
| NPCs, quests, voice, music, sound | $ai-game-studio:npc-audio-generate |
| Approved editor operation | $ai-game-studio:engine-automation |
| Visual or temporal review | $ai-game-studio:visual-qa |
| Reversible improvement | $ai-game-studio:quality-enhance |
| Current-stage navigation | $ai-game-studio:help |
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.
- 7d ago First seen · 73 lines · 22 tokens per session scan A d7fe7d1ab033
start is a skill published in the GitHub repository frabcd/codex-ai-game-studio (10 stars, last pushed 3d ago), licensed MIT. It adds 22 tokens to every session and 854 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 2026-09-03.
Other skills, from other repositories
3d_object
Judge whether a generated mesh is fit to ship in a browser game, from the same rendered sheet the orientation review uses.
motion
How an agent turns a character mesh into a usable animated FBX — and how to judge whether the result is shippable.
audio
Use this Skill when a game plan requires dialogue, voice lines, sound effects, foley, ambience, or other offline WAV assets. This is asset generation, not a runtime audio-playback contract; use the selected engine context after an asset has passed review.
game-build
Build a risk-matched whitebox or the approved production game for its target runtime. Turn GAMEDESIGN, and ARTDIRECTION when production begins, into a minimal BUILDBRIEF and a runnable candidate that can be iterated with replayable evidence. Use for prototype the riskiest design question, implement the approved game…
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…
game-concept
Design game concepts from a novel. From SOURCEBIBLE and PRODUCTBRIEF, compare meaningful alternatives on the dimensions still unlocked, then select a playable direction using hard vetoes and explicit trade-offs. Use for what game should this novel become, compare game concepts, choose a game direction for this book…