game-developer

game-developer is a skill for Claude Code, Codex from GuitarAlchemist/ga. It costs 99 tokens per session (1,213 once invoked), scanned A, a copy of game-developer, MIT.

A development guide for building and optimizing games with Unity or Unreal Engine. It covers game systems such as physics, graphics, artificial intelligence, networking, and performance.

In plain words
What is it for?
Use it to build Unity or Unreal features, design ECS systems, write shaders, configure physics, add multiplayer networking, and test game performance.
Why use it?
It gives coding agents a workflow for designing, implementing, profiling, and testing game features. It also addresses issues such as frame-rate bottlenecks and multiplayer lag.

Skill for Claude CodeCodex

Install

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.

agentmods
npx agentmods add skills/guitaralchemist/ga/game-developer
Any agent
npx skills add GuitarAlchemist/ga --skill game-developer
Clone the repo
git clone --depth 1 https://github.com/GuitarAlchemist/ga

Made for: Claude Code, Codex.

Wrote 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.

agentmods badge for game-developer

README.md
[![agentmods](https://agentmods.dev/badge/skills/guitaralchemist/ga/game-developer.svg)](https://agentmods.dev/skills/guitaralchemist/ga/game-developer)
Your own site
<a href="https://agentmods.dev/skills/guitaralchemist/ga/game-developer"><img src="https://agentmods.dev/badge/skills/guitaralchemist/ga/game-developer.svg" alt="Measured on agentmods" height="20"></a>
Per session 99 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 1,213 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. Scan, not verified.
Origin 94% copy Near-identical to another mod in the catalogue.
Token cost

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.

ModelPer sessionOnce invoked
Fable 5 $0.00099 $0.01213
Opus 5 $0.00049 $0.00607
Sonnet 5 $0.00020 $0.00243
Haiku 4.5 $0.00010 $0.00121

Measured 4d ago against content hash a7221459f6d2, method: parsed. Prices are Anthropic first-party input rates as of 2026-08-30, from the pricing page.

Security

Grade A, and why

game-developer 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 4d 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.

Origin

This is a copy

94% identical to game-developer — 2 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.

.claude/skills/game-developer/SKILL.md · 162 lines

How it starts

The opening of the file, as written. The whole thing — 162 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Game Developer

Core Workflow

  1. Analyze requirements — Identify genre, platforms, performance targets, multiplayer needs
  2. Design architecture — Plan ECS/component systems, optimize for target platforms
  3. Implement — Build core mechanics, graphics, physics, AI, networking
  4. Optimize — Profile and optimize for 60+ FPS, minimize memory/battery usage
    • Validation checkpoint: Run Unity Profiler or Unreal Insights; verify frame time ≤16 ms (60 FPS) before proceeding. Identify and resolve CPU/GPU bottlenecks iteratively.
  5. Test — Cross-platform testing, performance validation, multiplayer stress tests
    • Validation checkpoint: Confirm stable frame rate under stress load; run multiplayer latency/desync tests before shipping.

Reference Guide

Load detailed guidance based on context:

Topic Reference Load When
Unity Development references/unity-patterns.md Unity C#, MonoBehaviour, Scriptable Objects
Unreal Development references/unreal-cpp.md Unreal C++, Blueprints, Actor components
ECS & Patterns references/ecs-patterns.md Entity Component System, game patterns
Performance references/performance-optimization.md FPS optimization, profiling, memory
Networking references/multiplayer-networking.md Multiplayer, client-server, lag compensation

Constraints

MUST DO

  • Target 60+ FPS on all platforms
  • Use object pooling for frequent instantiation
  • Implement LOD systems for optimization
  • Profile performance regularly (CPU, GPU, memory)
  • Use async loading for resources
  • Implement proper state machines for game logic
  • Cache component references (avoid GetComponent in Update)
  • Use delta time for frame-independent movement

MUST NOT DO

  • Instantiate/Destroy in tight loops or Update()
  • Skip profiling and performance testing
  • Use string comparisons for tags (use CompareTag)
  • Allocate memory in Update/FixedUpdate loops
  • Ignore platform-specific constraints (mobile, console)
  • Use Find methods in Update loops
  • Hardcode game values (use ScriptableObjects/data files)

Read the full file on GitHub · 162 lines

Files

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.

Changes

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.

  1. 4d ago First seen · 162 lines · 99 tokens per session scan A a7221459f6d2

Subscribe to this mod's changes

game-developer is a skill published in the GitHub repository GuitarAlchemist/ga (2 stars, last pushed today), licensed MIT. It adds 99 tokens to every session and 1,213 once invoked, about $0.0005 per session on Opus 5. A static security scan graded it A with 0 findings. It is 94% identical to game-developer, differing in 2 lines, and is treated as a copy.

Related

Other skills, from other repositories