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.
npx agentmods add skills/melons/melons-agents/game-dev-agentnpx skills add MelonS/MelonS-Agents --skill game-dev-agentgit clone --depth 1 https://github.com/MelonS/MelonS-AgentsWhat 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 | $0.00046 | $0.01024 |
| Opus 5 | $0.00023 | $0.00512 |
| Sonnet 5 | $0.00009 | $0.00205 |
| Haiku 4.5 | $0.00005 | $0.00102 |
Grade A, and why
game-dev-agent 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 2d 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 — 117 lines — stays where its author put it; the contents beside it link to each section on GitHub.
game-dev-agent
AI agent that orchestrates Unity game development tasks via CLI. Companion
to pawnsim (the actual game built using this
agent).
What it does
Modules (each = subagent):
asset_gen— Generate sprites / tiles / UI icons via ComfyUI + SDXL, auto-save to Unity Assets folder with proper import settingscode_assist— Unity-aware C# scaffolding: MonoBehaviour / ScriptableObject / Editor scripts. Knows Unity 2022.3 API.balance_tune— Read ScriptableObject configs + JSON balance files, propose parameter tuning. Game-dev specific (beyond what general AI code assistants do).audio_gen— BGM via Suno (operator-provided files), SFX via local AudioCraft / freesound API. Auto-conform to Unity AudioClip import.runtime_director(in-game AI) — LLM-driven event generation for the game itself, demonstrating dev-time + runtime AI agent patterns.
Why this skill matters
Career positioning: combines deep game-dev domain (operator's existing strength) with AI agent engineering (rare, emerging hire-niche). Portfolio = (this agent) + (game built with it) = T-shape proof.
Operator-specific:
- Operator has 10+ year game dev background
- AI agent engineer roles emerging in game industry + general tech
- Game industry downturn — pure game-dev roles competitive
- AI agent angle = downturn-resilient niche
Usage (planned, Day 1)
# Generate a sprite
python skills/game-dev-agent/scripts/agent.py gen-sprite \
"evil knight enemy, 2D pixel art, top-down view, simple silhouette" \
--output Assets/Sprites/enemy_knight.png
# Scaffold Unity MonoBehaviour script
python skills/game-dev-agent/scripts/agent.py code \
"PlayerMovement: top-down 2D, WASD input, 5 m/s speed" \
--output Assets/Scripts/PlayerMovement.cs
# Analyze + propose balance changes
python skills/game-dev-agent/scripts/agent.py balance \
--config Assets/Configs/enemies.json \
--goal "make wave 5 challenging but beatable"
# Generate BGM via Suno (operator provides Suno prompt template)
python skills/game-dev-agent/scripts/agent.py audio \
--style "lofi dungeon synth, slow, atmospheric" \
--output Assets/Audio/BGM_dungeon.mp3
What ships with it
38 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.
- ARCHITECTURE.md 5.8 KB
- genres/colony-sim-lite.yaml 2.4 KB
- genres/naval-sail-prototype.yaml 3.4 KB
- README.md 4.8 KB
- scripts/agent.py 10 KB runs code
- scripts/latest_build.py 3.6 KB runs code
- scripts/modules/__init__.py 137 B runs code
- scripts/modules/asset_fetch.py 5.6 KB runs code
- scripts/modules/asset_gen.py 6.7 KB runs code
- scripts/modules/coder.py 3.1 KB runs code
- scripts/modules/integrator.py 6.3 KB runs code
- scripts/modules/planner.py 4.5 KB runs code
- scripts/modules/qa.py 3.4 KB runs code
- scripts/modules/scaffold.py 3.7 KB runs code
- scripts/modules/sfx_proc.py 5.6 KB runs code
- scripts/modules/sprite_proc.py 4.8 KB runs code
- scripts/record-gameplay.py 8.0 KB runs code
- scripts/refactor_check.py 23 KB runs code
- scripts/repro_all.py 9.3 KB runs code
- scripts/repro_run.py 6.5 KB runs code
- scripts/webgl_smoke.py 4.9 KB runs code
- templates/cs/audio-bank.cs.tmpl 2.4 KB
- templates/cs/audio-throttled-caller.cs.tmpl 1.3 KB
- templates/cs/enemy-entity.cs.tmpl 2.0 KB
- templates/cs/event-director.cs.tmpl 2.3 KB
- templates/cs/inventory-resource.cs.tmpl 1.5 KB
- templates/cs/json-savestate.cs.tmpl 2.0 KB
- templates/cs/minimal-monobehaviour.cs.tmpl 218 B
- templates/cs/movement-wasd.cs.tmpl 1.7 KB
- templates/cs/pawn-entity.cs.tmpl 2.1 KB
- templates/cs/singleton-manager.cs.tmpl 385 B
- templates/cs/singleton-subscriber.cs.tmpl 1.5 KB
- templates/cs/spawned-entity.cs.tmpl 1.5 KB
- templates/cs/ui-button-handler.cs.tmpl 475 B
- templates/editor/AutoScreenshotter.cs.tmpl 3.0 KB
- templates/editor/BuildScript.cs.tmpl 3.5 KB
- templates/editor/lessons.md 4.9 KB
- templates/editor/SceneSetup.cs.tmpl 5.4 KB
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.
- 2d ago First seen · 117 lines · 46 tokens per session scan A bc632dd402f0
game-dev-agent is a skill published in the GitHub repository MelonS/MelonS-Agents (16 stars, last pushed 11d ago), licensed MIT. It adds 46 tokens to every session and 1,024 once invoked, about $0.0002 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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woc-image-to-glb
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sound-cues
Create and modify SoundCue assets — add/connect nodes (mixer, random, delay, attenuation, modulator, etc.) and set audio properties (SoundCueService). Use when the user asks to create a Sound Cue, build a SoundCue node graph, or wire audio playback logic.
video2dsprite
Grok Build ONLY. Turn a 2D character still into smooth animation sprites via imagegen/imageedit base → imagetovideo (6s/10s run-in-place) → ffmpeg frames → magenta chroma-key → dense sampled sprites (strip/grid/GIF). Use when the user wants video-to-sprite, motion capture from generated video, smoother run/walk cycles…