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 agentmods add skills/frabcd/codex-ai-game-studio/team-levelnpx skills add frabcd/codex-ai-game-studio --skill team-levelgit 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/team-level)<a href="https://agentmods.dev/skills/frabcd/codex-ai-game-studio/team-level"><img src="https://agentmods.dev/badge/skills/frabcd/codex-ai-game-studio/team-level.svg" alt="Measured on agentmods" 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 | $0.00039 | $0.02602 |
| Opus 5 | $0.00019 | $0.01301 |
| Sonnet 5 | $0.00008 | $0.00520 |
| Haiku 4.5 | $0.00004 | $0.00260 |
Grade A, and why
team-level 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.
This is a copy
86% identical to team-level — 46 lines differ, which has more behind it and is treated as the original. This page carries a canonical link to it rather than competing with it.
How it starts
The opening of the file, as written. The whole thing — 197 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.
When this skill is invoked:
Decision Points: At each step transition, use the available user-input mechanism to present
the user with the subagent's proposals as selectable options. Write the agent's
full analysis in conversation, then capture the decision with concise labels.
The user must approve before moving to the next step.
Phase 0: Resolve Review Mode
- If
--review [mode]was passed as an argument, use that mode. - Else read
production/review-mode.txt— use whatever is written there. - Else default to
lean.
Modes:
full— spawn all director and lead gates as describedlean— skip director gates unless they are PHASE-GATE type (CD-PHASE-GATE, TD-PHASE-GATE, PR-PHASE-GATE, AD-PHASE-GATE)solo— skip all director gate spawning entirely; run the skill without any agent gates
Store the resolved mode for use in all subsequent phases.
-
Read the argument for the target level or area (e.g.,
tutorial,forest dungeon,hub town,final boss arena). -
Gather context:
- Read the game concept at
design/gdd/game-concept.md - Read game pillars at
design/gdd/game-pillars.md - Read existing level docs in
design/levels/ - Read relevant narrative docs in
design/narrative/ - Read world-building docs for the area's region/faction
- Read the game concept at
How to Delegate
Use the Codex subagent mechanism to spawn each team member as a subagent:
subagent_type: narrative-director— Narrative purpose, characters, emotional arcsubagent_type: world-builder— Lore context, environmental storytelling, world rulessubagent_type: level-designer— Spatial layout, pacing, encounters, navigationsubagent_type: systems-designer— Enemy compositions, loot tables, difficulty balancesubagent_type: art-director— Visual theme, color palette, lighting, asset requirementssubagent_type: accessibility-specialist— Navigation clarity, colorblind safety, cognitive loadsubagent_type: qa-tester— Test cases, boundary testing, playtest checklist
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.
- 2d ago First seen · 197 lines · 39 tokens per session scan A cda3c5854132
team-level is a skill published in the GitHub repository frabcd/codex-ai-game-studio (9 stars, last pushed 5d ago), licensed MIT. It adds 39 tokens to every session and 2,602 once invoked, about $0.0002 per session on Opus 5. A static security scan graded it A with 0 findings. It is 86% identical to team-level, differing in 46 lines, and is treated as a copy.
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