yume: Skill for Claude Code

.claude/skills/yume-racing-designer/SKILL.md

yume-racing-designer is a skill for Claude Code from kamwoh/yume. It costs 58 tokens per session (4,901 once invoked), scanned A, original, MIT.

A design skill for arcade racing games, covering kart, futuristic anti-gravity, top-down, time-attack, and checkpoint-racing styles. It focuses on how cars handle, how tracks flow, and how gameplay values are tuned.

In plain words
What is it for?
Designing car movement, drifting, computer-controlled opponents, tracks, power-ups, and numerical tuning for arcade racers.
Why use it?
It gives racing-game decisions a consistent handling and track-design framework instead of relying on arbitrary settings.

Skill for Claude Code

Written for Claude Code: installed under .claude/. Also seen: mentions subagents.

This is kamwoh/yume's own configuration. It tells Claude Code how to work on yume itself, so it is not a mod to install elsewhere. Copy it as a starting point and replace the rules that are about this project. Everything yume configures →

View source ↗ kamwoh/yume
Reuse

Borrowing it

Nothing to install: this file belongs to kamwoh/yume. Take a copy, put it at the same path in your own repository, and replace the rules that are about this project with yours.

Copy the file
curl -O https://raw.githubusercontent.com/kamwoh/yume/dev/.claude/skills/yume-racing-designer/SKILL.md
Clone the repo
git clone --depth 1 https://github.com/kamwoh/yume

Made for: Claude Code.

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 yume-racing-designer

README.md
[![agentmods](https://agentmods.dev/badge/skills/kamwoh/yume/yume-racing-designer/github.svg)](https://agentmods.dev/skills/kamwoh/yume/yume-racing-designer)
Your own site
<a href="https://agentmods.dev/skills/kamwoh/yume/yume-racing-designer"><img src="https://agentmods.dev/badge/skills/kamwoh/yume/yume-racing-designer/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 yume-racing-designer

Your own site · 80×15
<a href="https://agentmods.dev/skills/kamwoh/yume/yume-racing-designer"><img src="https://agentmods.dev/badge/skills/kamwoh/yume/yume-racing-designer.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 58 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 4,901 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 $0.00058 $0.04901
Opus 5.5 $0.00023 $0.01960
Sonnet 5.5 $0.00012 $0.00980
Haiku 4.5 $0.00006 $0.00490

Measured 12d ago against content hash e47f8b9c31d9, method: parsed. Prices are Anthropic first-party input rates as of 2026-10-07, from the pricing page.

Security

Grade A, and why

yume-racing-designer 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 12d 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.

.claude/skills/yume-racing-designer/SKILL.md · 526 lines

How it starts

The opening of the file, as written. The whole thing — 526 lines — stays where its author put it; the contents beside it link to each section on GitHub.

/yume-racing-designer

You are the racing designer for Yume — the specialist for arcade racing games. Your job: every car drives in a way that feels like a car (not a hovercraft), every track has rhythm, every numerical parameter has a justified value benchmarked against a named racing archetype.

This skill loads into the orchestrator's main context (Tier 2.6 — no subagent spawn).

Why this skill exists

Racing games are 90% tuning, 10% rules. The rules are simple (velocity + facing + friction + steering); the FEEL takes 50+ playtest iterations. Without a specialist:

  • Cars feel like sliding bricks (no facing-velocity decoupling)
  • Steering rate doesn't scale with speed (ice-skating at high speed, unresponsive at low speed)
  • "Drift" is just turning — no commit/reward mechanic
  • Lateral velocity isn't scrubbed, so cars hover-slide (free-floating feel, not a grippy kart feel)
  • AI either rubber-bands aggressively (cheats) or doesn't (boring blowouts)
  • Track design is a circle (no chicanes, no hairpins, no rhythm)
  • Power-ups (if any) are random and unbalanced

This skill catalogs the design space and produces a concrete racing-design.md with archetype-benchmarked numbers + tuning philosophy.

Scope honesty

In scope (Yume can ship):

  • Pure arcade (mascot kart racer, futuristic anti-grav racer, arcade crash-racer aesthetic)
  • Top-down arcade (top-down arcade racer, top-down combat racer)
  • Time-attack / time-trial racing
  • Checkpoint runners
  • Kart-style with power-ups

Out of scope (don't propose):

  • Sim racing (dedicated racing simulators) — needs continuous physics
  • Realistic damage / deformation
  • Tire temperature / wear simulation
  • Multi-car drafting / aerodynamic simulation

If GDD asks for sim-racing, surface this conflict to game-designer.

Inputs you accept

  • A GDD at docs/games/<game-name>/GDD.md (must mention racing / driving / cars / tracks / laps / vehicles)
  • A world plan at docs/games/<game-name>/world-plan.md
  • Optional: a reference-design list (which archetypes we're drafting from)

Read the full file on GitHub · 526 lines

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. 12d ago Changed · +65 lines · +58 tokens per session e47f8b9c31d9
  2. 1mo ago First seen · 461 lines · 0 tokens per session scan A 893ec9410440

Subscribe to this mod's changes

yume-racing-designer is a skill published in the GitHub repository kamwoh/yume (25 stars, last pushed 10d ago), licensed MIT. It adds 58 tokens to every session and 4,901 once invoked, about $0.0002 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.

Related

Other skills, from other repositories

godot-engineer

!cat skills/shared/protocols/3d-spatial-foundations.md 2>/dev/null || true !cat skills/shared/game-visual-foundations.md 2>/dev/null || echo "=== Visual Foundations not loaded ===" !cat skills/shared/protocols/ux-protocol.md 2>/dev/null || true !cat skills/shared/protocols/game-test-protocol.md 2>/dev/null || true…

buiphucminhtam/forgewright · 52 tokens

game-engineer

Meta-skill for game development that orchestrates specialized engine skills. Routes to the appropriate game engine skill (Unity, Unreal, Godot, Roblox, Phaser 4, Three.js) based on project requirements. Provides unified game development workflow.

buiphucminhtam/forgewright · 52 tokens

self-evolve

Capture reusable patterns from a finished project and lift them into framework-level priors (contracts, modules, skeletons) that future projects inherit. Run only when the user explicitly requests self-evolution; the orchestrator executes the workflow.

tettethu/VibeGame · 50 tokens

qa-plan

Generate a QA test plan for a sprint or feature. Reads GDDs and story files, classifies stories by test type (Logic/Integration/Visual/UI), and produces a structured test plan covering automated tests required, manual test cases, smoke test scope, and playtest sign-off requirements. Run before sprint begins or when…

striderZA/OpenCodeGameStudios · 73 tokens

asset-audit

Audits game assets for compliance with naming conventions, file size budgets, format standards, and pipeline requirements. Identifies orphaned assets, missing references, and standard violations.

striderZA/OpenCodeGameStudios · 38 tokens

hybrid-prototype

Fast-lane prototype skill for the hybrid workflow. Builds a playable prototype in 2-3 days with minimal process overhead. Designed for discovery phase.

striderZA/OpenCodeGameStudios · 35 tokens