awesome-gamedev-agent-skills is a collection of 73 instruction files that give AI coding agents specialized guidance for game development with engines and frameworks such as Godot, Unity, Unreal, and Phaser. It helps agents choose relevant engine and task guidance while building games. The catalogue entries are the collection's skills and plugins for agents including Claude Code, Cursor, Codex, and Gemini CLI.
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 gamedev-skills/awesome-gamedev-agent-skills --skill save-systemsgit clone --depth 1 https://github.com/gamedev-skills/awesome-gamedev-agent-skillsWrote 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/gamedev-skills/awesome-gamedev-agent-skills/save-systems)<a href="https://agentmods.dev/skills/gamedev-skills/awesome-gamedev-agent-skills/save-systems"><img src="https://agentmods.dev/badge/skills/gamedev-skills/awesome-gamedev-agent-skills/save-systems/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/gamedev-skills/awesome-gamedev-agent-skills/save-systems"><img src="https://agentmods.dev/badge/skills/gamedev-skills/awesome-gamedev-agent-skills/save-systems.svg" alt="Reviewed on agentmods" width="80" height="20"></a>- Socket pass
- Snyk pass
- 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 | $0.00074 | $0.02267 |
| Opus 5.5 | $0.00030 | $0.00907 |
| Sonnet 5.5 | $0.00015 | $0.00453 |
| Haiku 4.5 | $0.00007 | $0.00227 |
Grade A, and why
save-systems 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.
Copies of this mod
1 near-identical copy found in the catalogue:
- save-systems — 94% identical, 60 lines differ
How it starts
The opening of the file, as written. The whole thing — 192 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Save systems
A save file is a serialized snapshot of game state that survives restarts. The hard parts aren't writing bytes — they're choosing what to save, writing it so a crash mid-save can't corrupt it, and reading old saves after you ship a patch. Get those three right and the rest is plumbing.
When to use
- Use to persist progress: player stats, inventory, world flags, settings, positions — across sessions and game updates.
- Use to design save slots, quicksave/autosave, and crash-safe writes.
- Use when old save files break after a content/code change (versioning & migration).
When not to use: for Roblox cloud persistence specifics, use
roblox-datastores. For the data model the save serializes (resources/SOs), use
godot-resources / unity-scriptableobjects. For Godot's FileAccess/
ResourceSaver and user:// paths, defer to the Godot engine skill while
applying the patterns here.
Core workflow
- Decide what state is authoritative. Save the data (hp, position, seed, unlocked flags), not engine objects or scene nodes. You will reconstruct objects from data on load — never serialize live node references.
- Define a versioned schema. Every save embeds a
versioninteger. This is the single most important field for a game you intend to patch. - Pick a format. JSON/text for readability and debuggability; a binary format for size/speed or mild tamper-resistance. Start with JSON.
- Write atomically. Serialize to a temp file, flush, then rename over the real file. A crash leaves either the old save or the new one — never a half-written one.
- Load defensively. Read version → migrate up to current → validate → instantiate. Keep a backup of the last good save and fall back on parse error.
- Autosave on safe boundaries (level change, checkpoint), throttled, and to a separate slot so it can't clobber a manual save.
- Verify: save, fully quit, relaunch, load — and confirm by inspection that state matches. Test loading a save from the previous version.
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 Changed · +30 lines 17a7e580cdb8
- 1mo ago First seen · 162 lines · 74 tokens per session scan A bf9184965b3e
save-systems is a skill published in the GitHub repository gamedev-skills/awesome-gamedev-agent-skills (4,867 stars, last pushed 3d ago), licensed Apache-2.0. It adds 74 tokens to every session and 2,267 once invoked, about $0.0003 per session on Opus 5.5. 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.
Other skills, from other repositories
editor-session-quit
Save and quit an editor that a CLI session started (unity-mcp-cli exec, open --headless). Needs the session lease nonce; an editor the user opened is never closed. Used by unity-mcp-cli close.
screenshot-game-view
Capture a screenshot of the Unity Editor's Game View by reading its internal render texture directly. Image size matches the current Game View resolution; the tool corrects Y-flip on DirectX / Metal so the output is always upright. Requires an open Game View window.
dialogue-manager
Use when using the Dialogue Manager addon — .dialogue files with titles, responses, conditions and mutations, runtime balloons, and C# support.
event-bus
Use when implementing decoupled communication between nodes — global EventBus autoload with typed signals.
physics-system
Use when working with physics bodies, collision shapes, raycasting, areas, rigid bodies, ragdolls, soft bodies, Jolt physics, and physics interpolation in Godot 4.3+.
biome-detail-tuning
Configure and tune Unity Terrain detail (grass/flower/fern) placement for MapGenerator biomes using prefabs and noise-driven clustering. Covers the full workflow from prefab selection through noise parameter tuning to external audit verification and performance optimization. Use when: setting up detail for any biome…