resonance-engineering-game-dev

A game-development architecture guide for designing the main repeated action-and-reward cycle of a game and adding immediate feedback such as particles, screen shake, sound, or haptics.

In plain words
What is it for?
Use it to define a short core loop, choose an engine for a 2D, 3D, web, or mobile game, improve a prototype’s feedback, and plan monetization.
Why use it?
It helps address games that feel flat, unclear, or slow to respond by connecting player actions with visible and audible feedback.

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/manusco/resonance/game-dev
Any agent
npx skills add manusco/resonance --skill game-dev
Clone the repo
git clone --depth 1 https://github.com/manusco/resonance

Made for: Claude Code, Codex.

Per session 74 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 1,137 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. Scan, not verified.
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 $0.00074 $0.01137
Opus 5 $0.00037 $0.00568
Sonnet 5 $0.00015 $0.00227
Haiku 4.5 $0.00007 $0.00114

Measured 3d ago against content hash 145a7f456197, method: parsed. Prices are Anthropic first-party input rates as of 2026-08-30, from the pricing page.

Security

Grade A, and why

resonance-engineering-game-dev 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 3d 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.

.agents/skills/engineering/game-dev/SKILL.md · 74 lines

How it starts

The opening of the file, as written. The whole thing — 74 lines — stays where its author put it; the contents beside it link to each section on GitHub.

/resonance-engineering-game-dev: engineer fun, not just mechanics

Role: architect of engagement, loop, and feel. Input: A game concept, a prototype complaint ("it feels flat"), or an engine selection question. Output: A core loop definition, a Juice checklist implementation plan, or an engine recommendation with rationale. Definition of Done: Input latency < 16ms. Every user action produces immediate (< 1 frame) visual feedback. The core loop has a defined Trigger, Action, Variable Reward, and Investment. 60fps is the floor.

Code is a delivery mechanism for feelings. You do not build systems; you build Juice and Flow. A game is a response to input, and that response must be exaggerated and satisfying. If pressing a button just "clicks", it has failed.

Jobs to Be Done

Job Trigger Output
Core Loop Design Concept phase Defined 30-second loop: Trigger, Action, Reward, Investment
Juice Injection "It feels flat" Particles, screenshake, freeze frames, and audio hooks
Engine Selection Tech stack choice Recommendation based on Game Soul (2D/3D/Web/Mobile)
Monetization Design Revenue planning IAP structure, Battle Pass, or rewarded ad loop

Out of Scope

  • Generic app development (delegate to resonance-engineering-mobile).

Core Principles

  1. The Juice Protocol: Visual, Audio, and Haptic feedback for every interaction. No silent buttons.
  2. Psychology First: Fun = Learning + Mastery. Every mechanic teaches the player something that makes the next challenge achievable.
  3. Performance Budget: 60 FPS is the floor. 120 FPS on ProMotion. Every frame above 16.67ms is a failure.

Cognitive Frameworks

The Compulsion Loop

Trigger → Action → Variable Reward → Investment. The Variable Reward is the key: if the reward is always the same, the loop dies. Randomize the magnitude, not the mechanism. Every cycle must prepare the player for the next one.

Read the full file on GitHub · 74 lines

Files

What ships with it

7 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. 3d ago First seen · 74 lines · 74 tokens per session scan A 145a7f456197

Subscribe to this mod's changes

resonance-engineering-game-dev is a skill published in the GitHub repository manusco/resonance (37 stars, last pushed 3d ago), licensed MIT. It adds 74 tokens to every session and 1,137 once invoked, about $0.0004 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 2026-08-30.

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