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 MonumentalSystems/Atlas-Agent-Teams --skill gamedev-conventionsgit clone --depth 1 https://github.com/MonumentalSystems/Atlas-Agent-TeamsWrote 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/monumentalsystems/atlas-agent-teams/gamedev-conventions)<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.
<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>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 | $0.00017 | $0.00656 |
| Opus 5 | $0.00009 | $0.00328 |
| Sonnet 5 | $0.00003 | $0.00131 |
| Haiku 4.5 | $0.00002 | $0.00066 |
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.
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:
PascalCasefor types,camelCaseorsnake_caseper 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
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 · 82 lines · 17 tokens per session scan A 15b4aaedd15a
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.
Other skills, from other repositories
gameobject-component-destroy
Destroy one or more Components from a target GameObject. Missing (null) components are skipped — they cannot be destroyed. Use 'gameobject-find' and 'gameobject-component-get' to identify the components first.
unity-version-split
Split a C# file into Unity 6.5+ and pre-Unity 6.5 variants. Use when a file needs different implementations for different Unity versions due to API changes (e.g., EntityId vs int, GetEntityId vs GetInstanceID).
godot-signals-groups
Build event-driven, decoupled Godot 4.7 gameplay with signals and node groups: declare and emit custom signals, connect with Callables (incl. bind/one-shot), and broadcast to many nodes via groups and callgroup. Use when wiring node communication in a Godot project, replacing tight references with signals…
motion
How an agent turns a character mesh into a usable animated FBX — and how to judge whether the result is shippable.
unity-addressables
Manage Addressables groups, entries, profiles and content builds (com.unity.addressables, reflection-based).
threejs-exposure-color-grading
Build a measured exposure and grading path in Three.js. Use for a 64x36 encoded luminance meter, asynchronous readback, weighted log-average exposure, asymmetric adaptation, single tone-map ownership, and a generated 32-cube post-tone-map LUT.