procgen-design

procgen-design is a skill for Claude Code from MRCalderon3D/everything-game-dev-code. It costs 26 tokens per session (436 once invoked), scanned A, original, MIT.

A design guide for procedural generation, where software creates levels, loot, encounters, or other game content from rules instead of having every result authored by hand. It covers seeds, repeatable results, constraints, validation, and designer tuning.

In plain words
What is it for?
Use it to define what generation must guarantee, specify seed and reproducibility rules, create rejection checks, plan quality monitoring, and expose safe tuning controls.
Why use it?
Generated content can vary widely or produce broken results that are hard to reproduce. This guide sets limits and checks so poor output can be rejected before players encounter it.

Skill for Claude Code

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

Part of the everything-game-dev-code plugin — 74 skills, 67 commands, 42 agents, 3 hooks, 6 MCP servers shipped together

Good fit Use it to define what generation must guarantee, specify seed and reproducibility rules, create rejection checks, plan quality monitoring, and expose safe tuning controls.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/mrcalderon3d/everything-game-dev-code/procgen-design
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 procgen-design
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 74 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 procgen-design

README.md
[![agentmods](https://agentmods.dev/badge/skills/mrcalderon3d/everything-game-dev-code/procgen-design/github.svg)](https://agentmods.dev/skills/mrcalderon3d/everything-game-dev-code/procgen-design)
Your own site
<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.

agentmods 80×15 button for procgen-design

Your own site · 80×15
<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>
Per session 26 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 436 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 $0.00026 $0.00436
Opus 5.5 $0.00010 $0.00174
Sonnet 5.5 $0.00005 $0.00087
Haiku 4.5 $0.00003 $0.00044

Measured 10d ago against content hash 52076050451b, method: parsed. Prices are Anthropic first-party input rates as of 2026-10-07, from the pricing page.

Security

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.

skills/design/procgen-design/SKILL.md · 65 lines

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

  1. define what generation must guarantee versus what may vary
  2. choose the authored-versus-generated split per content type
  3. specify seed handling, determinism scope, and reproducibility rules
  4. define validation gates that reject degenerate output before the player sees it
  5. plan telemetry to detect quality drift in shipped generation
  6. 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
  • systems-designer
  • level-designer
  • gameplay-programmer
  • procgen-design
  • level-beat
  • qa-plan
  • 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.

Read the full file on GitHub · 65 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. 10d ago First seen · 65 lines · 26 tokens per session scan A 52076050451b

Subscribe to this mod's changes

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.

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