ai-game-world-design

ai-game-world-design is a skill for Claude Code, Codex from nirholas/three.ws. It costs 88 tokens per session (3,782 once invoked), scanned A, original, Apache-2.0.

A guide to designing game worlds where AI controls parts of the world, such as procedural generation, non-player characters, dialogue, stories, economies, and difficulty. It explains how these systems can react to players and change over time.

In plain words
What is it for?
Use it to design procedural worlds, NPC behavior trees, language-model dialogue, emergent quests and stories, simulated economies, player models, and adaptive difficulty.
Why use it?
It helps developers plan AI-driven game systems that go beyond fixed scripts. The guide connects world simulation, character behavior, storytelling, and player modeling into one design.

Skill for Claude CodeCodex

Written for no agent in particular: nothing here depends on one.

Good fit Use it to design procedural worlds, NPC behavior trees, language-model dialogue, emergent quests and stories, simulated economies, player models, and adaptive difficulty.

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Install with agentmods
npx agentmods add skills/nirholas/three.ws/ai-game-world-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 nirholas/three.ws --skill ai-game-world-design
Clone the repo
git clone --depth 1 https://github.com/nirholas/three.ws

Made for: Claude Code, Codex.

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 ai-game-world-design

README.md
[![agentmods](https://agentmods.dev/badge/skills/nirholas/three.ws/ai-game-world-design.svg)](https://agentmods.dev/skills/nirholas/three.ws/ai-game-world-design)
Your own site
<a href="https://agentmods.dev/skills/nirholas/three.ws/ai-game-world-design"><img src="https://agentmods.dev/badge/skills/nirholas/three.ws/ai-game-world-design.svg" alt="Measured on agentmods" height="20"></a>
Per session 88 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 3,782 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 $0.00088 $0.03782
Opus 5 $0.00044 $0.01891
Sonnet 5 $0.00018 $0.00756
Haiku 4.5 $0.00009 $0.00378

Measured 4d ago against content hash 56c9d4f89720, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-08, from the pricing page.

Security

Grade A, and why

ai-game-world-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 4d 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.

data/skills/development/ai-game-world-design/SKILL.md · 461 lines

How it starts

The opening of the file, as written. The whole thing — 461 lines — stays where its author put it; the contents beside it link to each section on GitHub.

AI Game World Design — From First Principles

This skill teaches you to architect game worlds where AI doesn't just play — it narrates, adapts, economizes, and breathes life into every NPC, quest, and ecosystem. You'll learn to build worlds that feel alive because they actually are.

Core Philosophy

┌─────────────────────────────────────────────────────────┐
│               THE LIVING WORLD MANIFESTO                 │
├─────────────────────────────────────────────────────────┤
│                                                          │
│   A great AI game world has three properties:            │
│                                                          │
│   1. EMERGENT — behaviors arise that designers           │
│      never explicitly programmed                         │
│                                                          │
│   2. REACTIVE — the world changes in response            │
│      to player actions, not just scripted triggers       │
│                                                          │
│   3. PERSISTENT — consequences compound over time,       │
│      creating unique histories for every playthrough     │
│                                                          │
│   AI is the engine that makes all three possible.        │
│                                                          │
└─────────────────────────────────────────────────────────┘

World Generation

Procedural Terrain

The foundation of any game world is geography. Procedural generation creates infinite variety from algorithmic rules.

Technique Best For Scale
Perlin/Simplex Noise Terrain heightmaps, caves Continental
Wave Function Collapse Tiled environments, dungeons Room/zone
L-Systems Vegetation, branching structures Object
Voronoi Diagrams Biome boundaries, territories Regional
Agent-Based City layouts, road networks City
Grammar-Based Building interiors, quest structures Structure

Read the full file on GitHub · 461 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. 4d ago First seen · 461 lines · 88 tokens per session scan A 56c9d4f89720

Subscribe to this mod's changes

ai-game-world-design is a skill published in the GitHub repository nirholas/three.ws (111 stars, last pushed yesterday), licensed Apache-2.0. It adds 88 tokens to every session and 3,782 once invoked, about $0.0004 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.

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