gamedev-conventions

gamedev-conventions is a skill for Claude Code from MonumentalSystems/Atlas-Agent-Teams. It costs 17 tokens per session (656 once invoked), scanned A, original, MIT.

A set of shared conventions for game development across different engines. It covers frame-rate-independent updates, reusable data, events, saving, performance, loading, and code organization.

In plain words
What is it for?
Use it when organizing game systems, managing frequently created objects, handling loading and saving, or reviewing performance-sensitive code.
Why use it?
It gives a game team consistent engineering rules for keeping gameplay code maintainable and avoiding common performance problems.

Skill for Claude Code

Written for Claude Code: shipped in a Claude Code plugin.

Part of the game-dev plugin — 6 skills, 1 command, 5 agents shipped together

Good fit Use it when organizing game systems, managing frequently created objects, handling loading and saving, or reviewing performance-sensitive code.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/monumentalsystems/atlas-agent-teams/gamedev-conventions
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.

Any agent
npx skills add MonumentalSystems/Atlas-Agent-Teams --skill gamedev-conventions
Clone the repo
git clone --depth 1 https://github.com/MonumentalSystems/Atlas-Agent-Teams

Made for: Claude Code.

Or install game-dev, the plugin that ships this one along with the rest of its 6 skills, 1 command, 5 agents.

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 gamedev-conventions

README.md
[![agentmods](https://agentmods.dev/badge/skills/monumentalsystems/atlas-agent-teams/gamedev-conventions/github.svg)](https://agentmods.dev/skills/monumentalsystems/atlas-agent-teams/gamedev-conventions)
Your own site
<a href="https://agentmods.dev/skills/monumentalsystems/atlas-agent-teams/gamedev-conventions"><img src="https://agentmods.dev/badge/skills/monumentalsystems/atlas-agent-teams/gamedev-conventions/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 gamedev-conventions

Your own site · 80×15
<a href="https://agentmods.dev/skills/monumentalsystems/atlas-agent-teams/gamedev-conventions"><img src="https://agentmods.dev/badge/skills/monumentalsystems/atlas-agent-teams/gamedev-conventions.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 17 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 656 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 $0.00017 $0.00656
Opus 5 $0.00009 $0.00328
Sonnet 5 $0.00003 $0.00131
Haiku 4.5 $0.00002 $0.00066

Measured 9d ago against content hash 15b4aaedd15a, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-12, from the pricing page.

Security

Grade A, and why

gamedev-conventions 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.

teams/game-dev/skills/gamedev-conventions/SKILL.md · 82 lines

How it starts

The opening of the file, as written. The whole thing — 82 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Game Dev Team Conventions

General

  • Detect and follow the project's existing engine and code conventions
  • Use delta time for all frame-rate-dependent calculations
  • Implement object pooling for frequently spawned/destroyed objects
  • Separate game data from game logic (data-driven design)
  • Use events/signals for decoupled communication between systems
  • Keep game state serializable for save/load support
  • Profile before optimizing - measure, don't guess

Performance Standards

  • Target frame rate: Maintain target FPS (60 for action games, 30 for strategy)
  • Memory: Minimize per-frame allocations, avoid GC spikes
  • Draw calls: Batch where possible, use instancing for repeated geometry
  • Physics: Use layer masks, limit raycast distances, prefer overlap checks over raycasts
  • Loading: Use async loading, show progress, never block the main thread
  • Pooling: Pool projectiles, particles, enemies, and any frequently created objects

Code Organization

  • One primary class/script per file
  • Group files by system (Player/, Enemies/, UI/, Environment/, etc.)
  • Keep scripts/components focused - single responsibility
  • Use namespaces or folders to prevent naming collisions
  • Separate editor tools from runtime code

State Management

  • Use finite state machines for entities with discrete states
  • Implement proper enter/exit/update for each state
  • Make state transitions explicit and traceable
  • Handle edge cases (interrupted transitions, invalid states)
  • Consider hierarchical state machines for complex entities

Input Handling

  • Abstract input from actions (don't check KeyCode directly)
  • Support remapping and multiple input devices
  • Handle simultaneous inputs correctly
  • Implement input buffering for action games
  • Test with keyboard, mouse, and gamepad

Asset Conventions

  • Use consistent naming: PascalCase for types, camelCase or snake_case per engine convention
  • Textures: Power-of-2 dimensions, appropriate compression per platform
  • Models: < 50K triangles for mobile, < 100K for desktop (per object)
  • Audio: Use appropriate compression, implement spatial audio where needed
  • Keep source assets separate from imported/processed assets

Read the full file on GitHub · 82 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. 9d ago First seen · 82 lines · 17 tokens per session scan A 15b4aaedd15a

Subscribe to this mod's changes

gamedev-conventions is a skill published in the GitHub repository MonumentalSystems/Atlas-Agent-Teams (21 stars, last pushed 1mo ago), licensed MIT. It adds 17 tokens to every session and 656 once invoked, about $0.0001 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.

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