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 procgen-designgit 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/procgen-design)<a href="https://agentmods.dev/skills/mrcalderon3d/everything-game-dev-code/procgen-design"><img src="https://agentmods.dev/badge/skills/mrcalderon3d/everything-game-dev-code/procgen-design/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/procgen-design"><img src="https://agentmods.dev/badge/skills/mrcalderon3d/everything-game-dev-code/procgen-design.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 | $0.00026 | $0.00436 |
| Opus 5.5 | $0.00010 | $0.00174 |
| Sonnet 5.5 | $0.00005 | $0.00087 |
| Haiku 4.5 | $0.00003 | $0.00044 |
Grade A, and why
procgen-design 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.
How it starts
The opening of the file, as written. The whole thing — 65 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Procedural Generation Design
Purpose
Design procedural content systems with seeds, constraints, and validation gates so generated output stays fun and shippable.
Use When
- levels, loot, encounters, or world content will be generated rather than authored
- generated output quality varies wildly and needs constraints
- determinism, seed sharing, or reproducibility matters for testing or community features
Inputs
- content type and generation goals (variety, replayability, scale)
- authored content that generation must complement
- difficulty and pacing constraints
- determinism and seed requirements
Process
- define what generation must guarantee versus what may vary
- choose the authored-versus-generated split per content type
- specify seed handling, determinism scope, and reproducibility rules
- define validation gates that reject degenerate output before the player sees it
- plan telemetry to detect quality drift in shipped generation
- define how designers tune generators without touching generation code
Outputs
- generation constraint specification
- seed and determinism rules
- validation gate definitions with rejection criteria
- tuning surface for designers
Quality Bar
- supports the core fantasy and player goals
- defines readable rules, edge cases, and feedback
- creates concrete hooks for tuning, telemetry, and QA
Common Failure Modes
- generation without validation gates, shipping degenerate output
- non-deterministic systems that QA cannot reproduce
- variety goals that ignore pacing and difficulty constraints
Related Agents
- systems-designer
- level-designer
- gameplay-programmer
Related Commands
- procgen-design
- level-beat
- qa-plan
Related Skills
- level-design
- core-loop-design
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.
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 · 65 lines · 26 tokens per session scan A 52076050451b
procgen-design is a skill published in the GitHub repository MRCalderon3D/everything-game-dev-code (96 stars, last pushed 11d ago), licensed MIT. It adds 26 tokens to every session and 436 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.
Other skills, from other repositories
smoke-check
Run the critical path smoke test gate before QA hand-off. Executes the automated test suite, verifies core functionality, and produces a PASS/FAIL report. Run after a sprint's stories are implemented and before manual QA begins. A failed smoke check means the build is not ready for QA.
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…
automated-smoke-test
Run an automated smoke test using the godot-mcp server. Launches the project, captures debug output, and checks for errors or crashes.
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.
cgs-adopt
Use for adopt tasks that inventory existing source, assets, docs, and tests before mapping work into CGS structure; produce verification evidence, changed or proposed files, and handoff boundaries.
cgs-architecture-review
Use for architecture review tasks that review architecture for layer violations, scalability risks, engine misuse, testing seams, and production readiness; produce verification evidence, changed or proposed files, and handoff boundaries.