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 MRCalderon3D/everything-game-dev-code --skill animation-state-patternsgit clone --depth 1 https://github.com/MRCalderon3D/everything-game-dev-codeWrote 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/mrcalderon3d/everything-game-dev-code/animation-state-patterns)<a href="https://agentmods.dev/skills/mrcalderon3d/everything-game-dev-code/animation-state-patterns"><img src="https://agentmods.dev/badge/skills/mrcalderon3d/everything-game-dev-code/animation-state-patterns/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/mrcalderon3d/everything-game-dev-code/animation-state-patterns"><img src="https://agentmods.dev/badge/skills/mrcalderon3d/everything-game-dev-code/animation-state-patterns.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 | $0.00024 | $0.00392 |
| Opus 5.5 | $0.00010 | $0.00157 |
| Sonnet 5.5 | $0.00005 | $0.00078 |
| Haiku 4.5 | $0.00002 | $0.00039 |
Grade A, and why
animation-state-patterns 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 10d 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.
What it actually says
Animation State Patterns
Purpose
Structure animation state, blending, events, and sync so authored motion remains reliable under gameplay pressure.
Use When
- the project has complex stateful animation
- animation bugs create gameplay errors
- authored transitions are hard to reason about
Inputs
- gameplay state model
- animation set
- event requirements
- network or timing constraints
Process
- define animation states and transition ownership
- separate gameplay truth from presentation timing where possible
- document event usage and failure handling
- prevent state explosion with clear grouping and priorities
- verify edge cases such as interruptions, stun, equip, hit reactions, and cancel windows
Outputs
- animation state map
- event contract notes
- sync rules
- test cases for transitions
Quality Bar
- makes ownership, state flow, and failure behavior explicit
- improves maintainability without over-abstracting
- supports testing, debugging, and safe iteration
Common Failure Modes
- coupling systems through hidden globals or timing assumptions
- writing logic that is hard to test or debug
- optimizing the wrong layer before measuring
Related Agents
- animation-programmer
- combat-designer
- ai-programmer
Related Commands
- tech-design
- verify
- playtest-report
Related Skills
- 2d-animation-pipeline
Notes
- Keep this skill aligned with the relevant rules layer and current project documentation.
- If engine-specific constraints materially change the workflow, hand off to the matching engine skill or engine-specific reviewer.
- Boundary: this skill owns runtime state-machine architecture;
2d-animation-pipelineowns animation authoring, import, and wiring conventions.
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.
- 10d ago First seen · 64 lines · 24 tokens per session scan A 221165ae570b
animation-state-patterns is a skill published in the GitHub repository MRCalderon3D/everything-game-dev-code (96 stars, last pushed 11d ago), licensed MIT. It adds 24 tokens to every session and 392 once invoked, about $0.0001 per session on Opus 5.5. 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 2026-10-10.
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