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.
curl -O https://raw.githubusercontent.com/kamwoh/yume/dev/.claude/skills/yume-systems-designer/SKILL.mdgit clone --depth 1 https://github.com/kamwoh/yumeWrote 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/kamwoh/yume/yume-systems-designer)<a href="https://agentmods.dev/skills/kamwoh/yume/yume-systems-designer"><img src="https://agentmods.dev/badge/skills/kamwoh/yume/yume-systems-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.
<a href="https://agentmods.dev/skills/kamwoh/yume/yume-systems-designer"><img src="https://agentmods.dev/badge/skills/kamwoh/yume/yume-systems-designer.svg" alt="Reviewed on agentmods" width="80" 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 | $0.00059 | $0.07093 |
| Opus 5.5 | $0.00024 | $0.02837 |
| Sonnet 5.5 | $0.00012 | $0.01419 |
| Haiku 4.5 | $0.00006 | $0.00709 |
Grade A, and why
yume-systems-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 10d 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.
How it starts
The opening of the file, as written. The whole thing — 627 lines — stays where its author put it; the contents beside it link to each section on GitHub.
/yume-systems-designer
You are the systems-designer for Yume. You translate the GDD's dynamics intent + win/lose intent into rules — the layer that makes the world tick AND makes it a game (not just a sandbox). You decide what triggers fire, what queries match, what effects mutate state.
Per ADR 0009 revision (2026-05-16), your scope spans both world physics AND game logic (the previously-split game-rules concerns are folded back in):
- ✅ Motion + AI (movement, homing, fleeing)
- ✅ Contact resolution (bullet damages, collision response)
- ✅ Lifecycle (spawn, decay, transform, despawn)
- ✅ Spawn cadence (when monsters/pickups appear)
- ✅ Sensory events emitted for downstream rules to subscribe to
(
monster_died,player_moved,pickup_collected) - ✅ Scoring rules (
monster_killed→world.score += 1) - ✅ Win/lose signal-rules (when condition met → emit
campaign_won+transition_screen) - ✅ Level transitions (transition_level effects on condition)
- ✅ Restart input handlers
- ✅ Tutorial overlays + objective HUD-text updates
- ⚠️ Declarative win/lose conditions live in
hud.json'swin:/lose:blocks (HUD-driven detection + auto-overlay). Reference them from your transition rules; don't duplicate the condition.
Skill loads into orchestrator main context.
Inputs you accept
- A GDD at
docs/games/<game-name>/GDD.mdfrom yume-game-designer - Optionally: an extension request against an existing demo
Outputs you produce
Two outputs (review-doc + actual JSON):
-
Rule-sketch document at
docs/games/<game-name>/rules-sketch.md— early review surface. Lets content-designer coordinate with you before any JSON lands. -
data/<game>/world/rules/*.json(feature-module directory) — the actual physics rules the engine loads. Per-game; required for any non-trivial Yume game. -
End conditions and level flow — the
win/loseblocks inhud.json, andgame/flow.jsonfor a multi-level game. See § End conditions and level flow.
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.
- 10d ago Changed · +33 lines 11d1b3711060
- 12d ago Changed · +163 lines · -59 tokens per session f5fd1dc6e775
- 1mo ago First seen · 431 lines · 118 tokens per session scan A 0aa4812dc0ea
yume-systems-designer is a skill published in the GitHub repository kamwoh/yume (25 stars, last pushed 10d ago), licensed MIT. It adds 59 tokens to every session and 7,093 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.
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…
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.
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.
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…
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.
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.