dialogue-content-pipeline

dialogue-content-pipeline is a skill for Claude Code from MRCalderon3D/everything-game-dev-code. It costs 26 tokens per session (331 once invoked), scanned A, original, MIT.

A structured workflow for managing dialogue and other game text, including branching conversations whose lines depend on player choices or game state.

In plain words
What is it for?
It helps define dialogue identifiers and structure, separate speakers from conditions and lines, track implementation and review, and test branching logic.
Why use it?
It keeps growing narrative content editable and prevents broken branches, inconsistent names, missing fallback lines, and confusion about review or translation status.

Skill for Claude Code

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

Part of the everything-game-dev-code plugin — 29 skills, 67 commands, 42 agents, 3 hooks, 6 MCP servers shipped together

Good fit It helps define dialogue identifiers and structure, separate speakers from conditions and lines, track implementation and review, and test branching logic.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/mrcalderon3d/everything-game-dev-code/dialogue-content-pipeline
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 MRCalderon3D/everything-game-dev-code --skill dialogue-content-pipeline
Clone the repo
git clone --depth 1 https://github.com/MRCalderon3D/everything-game-dev-code

Made for: Claude Code.

Or install everything-game-dev-code, the plugin that ships this one along with the rest of its 29 skills, 67 commands, 42 agents, 3 hooks, 6 MCP servers.

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 dialogue-content-pipeline

README.md
[![agentmods](https://agentmods.dev/badge/skills/mrcalderon3d/everything-game-dev-code/dialogue-content-pipeline.svg)](https://agentmods.dev/skills/mrcalderon3d/everything-game-dev-code/dialogue-content-pipeline)
Your own site
<a href="https://agentmods.dev/skills/mrcalderon3d/everything-game-dev-code/dialogue-content-pipeline"><img src="https://agentmods.dev/badge/skills/mrcalderon3d/everything-game-dev-code/dialogue-content-pipeline.svg" alt="Measured on agentmods" height="20"></a>
Per session 26 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 331 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. Third-party audits
  • NVIDIA SkillSpector pass 7 Sept 2026
How audits are shown
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 $0.00026 $0.00331
Opus 5 $0.00013 $0.00166
Sonnet 5 $0.00005 $0.00066
Haiku 4.5 $0.00003 $0.00033

Measured 5d ago against content hash 7de3190acf50, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-08, from the pricing page.

Security

Grade A, and why

dialogue-content-pipeline 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 5d 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.

skills/art-audio-content/dialogue-content-pipeline/SKILL.md · 60 lines

What it actually says

Dialogue Content Pipeline

Purpose

Manage dialogue and text content so it remains editable, implementable, localizable, and testable.

Use When

  • dialogue volume is increasing
  • quest and narrative content are branching
  • text implementation is brittle

Inputs

  • narrative brief
  • quest logic
  • VO constraints
  • localization pipeline

Process

  1. define content structure and identifiers
  2. separate speaker, condition, and line content clearly
  3. track implementation state, review state, and localization state
  4. test branch logic and fallback lines
  5. prevent canon drift and naming inconsistency

Outputs

  • dialogue content model
  • branching rules
  • review checklist
  • implementation status notes

Quality Bar

  • is usable by content creators without tribal knowledge
  • respects quality bars and runtime constraints together
  • defines validation and ownership for content flow

Common Failure Modes

  • style consistency that ignores gameplay readability
  • manual pipeline steps that create drift
  • content that cannot be validated before release
  • narrative-designer
  • level-designer
  • ui-ux-designer
  • quest-design
  • update-docs
  • verify

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.
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. 5d ago First seen · 60 lines · 26 tokens per session scan A 7de3190acf50

Subscribe to this mod's changes

dialogue-content-pipeline is a skill published in the GitHub repository MRCalderon3D/everything-game-dev-code (81 stars, last pushed 18d ago), licensed MIT. It adds 26 tokens to every session and 331 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.

Related

Other skills, from other repositories

qa-plan

Generate a QA test plan for a sprint or feature. Reads GDDs and story files, classifies stories by test type (Logic/Integration/Visual/UI), and produces a structured test plan covering automated tests required, manual test cases, smoke test scope, and playtest sign-off requirements. Run before sprint begins or when…

striderZA/OpenCodeGameStudios · 73 tokens

art-generate

Generates placeholder .aseprite files from asset specs using the Aseprite MCP. Reads asset specs and art bible, creates sprites with correct dimensions/palette/layers, exports PNGs. Run after /asset-spec has produced specs and /art-bible exists.

striderZA/OpenCodeGameStudios · 57 tokens

help

Analyzes what is done and the users query and offers advice on what to do next. Use if user says what should I do next or what do I do now or I'm stuck or I don't know what to do.

striderZA/OpenCodeGameStudios · 45 tokens

balance-check

Analyzes game balance data files, formulas, and configuration to identify outliers, broken progressions, degenerate strategies, and economy imbalances. Use after modifying any balance-related data or design. Use when user says 'balance report', 'check game balance', 'run a balance check'.

striderZA/OpenCodeGameStudios · 61 tokens

hybrid-prototype

Fast-lane prototype skill for the hybrid workflow. Builds a playable prototype in 2-3 days with minimal process overhead. Designed for discovery phase.

striderZA/OpenCodeGameStudios · 35 tokens

cgs-vertical-slice

Use for vertical slice tasks that validate whether a full game loop can be built at representative quality before production commitment; produce verification evidence, changed or proposed files, and handoff boundaries.

merlinhu1/codex-game-studio · 43 tokens