game-content-design

game-content-design is a skill for Codex from jeremylongworth-source/AgentSkills. It costs 63 tokens per session (711 once invoked), scanned A, original, MIT.

A guide to creating and organizing playable game material, including levels, missions, quests, enemies, items, rewards, tutorials, and progression.

In plain words
What is it for?
Use it to plan encounters, puzzles, rewards, difficulty increases, reusable content, failure recovery, and signals for playtesting or telemetry.
Why use it?
It helps content teach and challenge players at the right pace while fitting the game's mechanics, budget, and intended experience.

Skill for Codex

Written for Codex: agents/openai.yaml present. Also seen: mentions Codex.

Good fit Use it to plan encounters, puzzles, rewards, difficulty increases, reusable content, failure recovery, and signals for playtesting or telemetry.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/jeremylongworth-source/agentskills/game-content-design
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.

Any agent
npx skills add jeremylongworth-source/AgentSkills --skill game-content-design
Clone the repo
git clone --depth 1 https://github.com/jeremylongworth-source/AgentSkills

Made for: 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-content-design

README.md
[![agentmods](https://agentmods.dev/badge/skills/jeremylongworth-source/agentskills/game-content-design/github.svg)](https://agentmods.dev/skills/jeremylongworth-source/agentskills/game-content-design)
Your own site
<a href="https://agentmods.dev/skills/jeremylongworth-source/agentskills/game-content-design"><img src="https://agentmods.dev/badge/skills/jeremylongworth-source/agentskills/game-content-design/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.

agentmods 80×15 button for game-content-design

Your own site · 80×15
<a href="https://agentmods.dev/skills/jeremylongworth-source/agentskills/game-content-design"><img src="https://agentmods.dev/badge/skills/jeremylongworth-source/agentskills/game-content-design.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 63 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 711 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. A grade says what 26 rules found in the file — not that it is safe.
Origin original No closer match found 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 5.1 $0.00063 $0.00711
Opus 5 $0.00032 $0.00356
Sonnet 5 $0.00013 $0.00142
Haiku 4.5 $0.00006 $0.00071

Measured 7d ago against content hash c3de93341171, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-11, from the pricing page.

Security

Grade A, and why

game-content-design 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.

skills/game-content-design/SKILL.md · 55 lines

How it starts

The opening of the file, as written. The whole thing — 55 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Game Content Design

Core Workflow

  1. Identify the genre, target audience, session length, platform, progression model, content budget, and intended player fantasy.
  2. Define the content's job: teach, test, reward, surprise, escalate, relax, branch, gate, reveal, or create mastery.
  3. Establish constraints before authoring: available mechanics, enemy roster, verbs, locations, assets, pacing target, difficulty range, and production limits.
  4. Think compositionally about content when useful: combine reusable mechanics, enemy capabilities, modifiers, objectives, rewards, and environmental constraints instead of inventing bespoke one-off content every time.
  5. Build content around player decisions. Avoid sequences that only ask the player to follow instructions unless the goal is onboarding or atmosphere.
  6. Use escalation deliberately: introduce, combine, twist, pressure, resolve. Track what the player has learned before asking for mastery.
  7. Specify rewards, failure recovery, replay value, and telemetry or playtest signals where relevant.

Content Types

  • Levels: define route, landmarks, gates, loops, shortcuts, sightlines, encounter spaces, traversal tests, secrets, and reset/retry points.
  • Quests and missions: define objective chain, motivation, stakes, optional branches, fail states, handoff points, reward logic, and world-state changes.
  • Encounters: define enemy composition, terrain, timing, spawn rules, pressure pattern, counterplay, resource drain, and exit condition.
  • Items and rewards: define acquisition source, rarity, power budget, tradeoffs, upgrade path, economy impact, and player-facing explanation.
  • Progression: define unlock cadence, mastery curve, difficulty ramp, build diversity, catch-up mechanics, and anti-grind safeguards.
  • Tutorials: teach one concept at a time, provide safe practice, then require use in a real context.

Compositional Content Design

Use modular content pieces when designing variants:

  • Enemy variants can be composed from movement, attack, defense, perception, status, and reward capabilities.
  • Encounters can be composed from terrain pressure, enemy roles, resource constraints, objective pressure, timing, and escape/retry rules.
  • Items can be composed from stat changes, verbs, tradeoffs, proc effects, restrictions, rarity, and upgrade hooks.
  • Levels can be composed from traversal tests, combat spaces, landmarks, gates, loops, secrets, and rest points.
  • Quests can be composed from motivations, objectives, complications, choices, rewards, and world-state consequences.

Read the full file on GitHub · 55 lines

Files

What ships with it

2 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. 7d ago First seen · 55 lines · 63 tokens per session scan A c3de93341171

Subscribe to this mod's changes

game-content-design is a skill published in the GitHub repository jeremylongworth-source/AgentSkills (1 stars, last pushed 9d ago), licensed MIT. It adds 63 tokens to every session and 711 once invoked, about $0.0003 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.

Related

Other skills, from other repositories

unity-yaml-format

Inspect, explain, diff, and carefully edit Unity text-serialized files such as .unity, .prefab, .asset, and related YAML-based project files. Use when mapping class IDs and fileIDs, tracing object references, reviewing merge conflicts, or making minimal safe edits to existing UnityYAML documents.

sator-imaging/suggest-skills · 67 tokens

html-ppt-zhangzara-8-bit-orbit

A gamer's journey building a retro-arcade collection — the obsession, the hunt, and what the machines came to mean. Built as a decision-grade story deck for friends, hobby community.

nexu-io/open-design · 53 tokens

worker-visualizer

A real-time data/particle/simulation visualizer whose heavy compute runs in a Web Worker (off the main thread), optionally sharing memory with the UI via SharedArrayBuffer, and renders to a canvas at 60fps. Produced as a single self-contained index.html. Use when the brief asks for a "web worker", "simulation"…

nexu-io/open-design · 123 tokens

i4h-workflow-train-rl

Use when training, evaluating, or exporting Workflow policies with online RSL-RL or RLinf, including RL checkpoint and Workflow handoff.

NVIDIA/skills · 38 tokens

idd-spec-audit

Semantic audit of the IDD instruction corpus for leaked session context, cross-file contradictions, fresh-memory completability gaps, automation blockers, and restatement-discipline drift. Use on request to audit .github/instructions, the issue-authoring skill bundle, and the installed agent entry files (CLAUDE.md…

kurone-kito/idd-skill · 94 tokens

character-design-sheet

Character consistency across AI-generated images with reference sheets and LoRA techniques. Covers turnaround views, expression sheets, color palettes, and style consistency tricks. Use for: character design, game art, illustration, animation, comics, visual novels. Triggers: character design, character sheet…

aiskillstore/marketplace · 92 tokens