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 skills add metaspartan/cybara --skill game-developmentgit clone --depth 1 https://github.com/metaspartan/cybaraWrote 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/metaspartan/cybara/game-development)<a href="https://agentmods.dev/skills/metaspartan/cybara/game-development"><img src="https://agentmods.dev/badge/skills/metaspartan/cybara/game-development/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/metaspartan/cybara/game-development"><img src="https://agentmods.dev/badge/skills/metaspartan/cybara/game-development.svg" alt="Reviewed on agentmods" width="80" height="20"></a>- NVIDIA SkillSpector pass
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 | $0.00049 | $0.00606 |
| Opus 5 | $0.00024 | $0.00303 |
| Sonnet 5 | $0.00010 | $0.00121 |
| Haiku 4.5 | $0.00005 | $0.00061 |
Grade A, and why
game-development 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 9d 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 — 51 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Game development
Use this skill as the entry point for game work that is not already scoped to one specialist workflow.
Routing
- Inspect project markers using
../../references/engine-workflows.md. - Load exactly one primary engine skill:
- Unreal Engine:
../unreal-engine/SKILL.md - Unity:
../unity/SKILL.md - Godot:
../godot/SKILL.md - Bevy:
../bevy/SKILL.md - Phaser, Three.js, React Three Fiber, Babylon.js, or PlayCanvas:
../web-game-development/SKILL.md
- Unreal Engine:
- Add
../game-asset-pipeline/SKILL.mdwhen the task changes models, textures, animation, audio, or import settings. - Add
../game-ui/SKILL.mdfor HUD, menus, input prompts, accessibility, and responsive layout. - Add
../sprite-pipeline/SKILL.mdfor sprite sheets, atlases, pivots, animation frames, and engine imports. - Add
../game-networking/SKILL.mdfor authoritative multiplayer, replication, prediction, rollback, lobbies, and network testing. - Finish implementation work with
../game-playtesting/SKILL.md. - Use the separate
blender-mcpskill when a connected Blender workflow is needed.
Workflow
- Establish the engine version, target platforms, player verbs, and expected frame rate.
- Read repository instructions and the existing build and test setup.
- Separate simulation, presentation, input, UI, persistence, and platform integration.
- Make the smallest coherent change that follows the project's established architecture.
- Run engine-native validation before launching the game.
- Exercise the changed behavior through a representative player flow.
- Capture visual and performance evidence when those outcomes are in scope.
Guardrails
- Do not upgrade an engine, renderer, render pipeline, scripting backend, or asset format unless requested.
- Do not edit engine caches, generated project files, imported libraries, or binary assets as source.
- Do not replace a working architecture with a generic template.
- Do not call a game tested when only compilation or a static scene inspection ran.
- Keep credentials, signing material, store keys, and proprietary platform SDK data out of output and logs.
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.
- 9d ago First seen · 51 lines · 49 tokens per session scan A 1c494d304b3b
game-development is a skill published in the GitHub repository metaspartan/cybara (30 stars, last pushed today), licensed MIT. It adds 49 tokens to every session and 606 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 2026-09-03.
Other skills, from other repositories
avalon-8-10p
Eight-to-ten-player Avalon rules for a permanent Agent host, with the user choosing to join the randomized player pool or spectate.
kodama-verification
Define measurable success criteria and collect targeted test, build, lint, type-check, or smoke-test evidence before claiming work is complete.
kodama-behavior
Classify requests, assess unfamiliar codebases, delegate work safely, and recover from failed attempts. Use for multi-step, ambiguous, or parallelizable work.
kodama-constraints
Enforce non-negotiable safety, scope, security, and quality constraints for implementation and review work.
project-release-check
Validate this example project's release readiness. Use before publishing a release candidate.
threejs-animation
Three.js animation - keyframe animation, skeletal animation, morph targets, animation mixing. Use when animating objects, playing GLTF animations, creating procedural motion, or blending animations.