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 OpenDCAI/GameFactory-3A --skill game_designgit clone --depth 1 https://github.com/OpenDCAI/GameFactory-3AWrote 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/opendcai/gamefactory-3a/game_design)<a href="https://agentmods.dev/skills/opendcai/gamefactory-3a/game_design"><img src="https://agentmods.dev/badge/skills/opendcai/gamefactory-3a/game_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/opendcai/gamefactory-3a/game_design"><img src="https://agentmods.dev/badge/skills/opendcai/gamefactory-3a/game_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 | $0.00033 | $0.00947 |
| Opus 5.5 | $0.00013 | $0.00379 |
| Sonnet 5.5 | $0.00007 | $0.00189 |
| Haiku 4.5 | $0.00003 | $0.00095 |
Grade A, and why
game-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 today.
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 — 88 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Game Design
Turn supplied requirements and scripts into a playable story and chronological chapter plan. Assume engine selection and top-level routing are already provided; focus here on what happens, when it happens, and what each chapter needs.
Design Sequence
- Extract required experiences, plot facts, constraints and open questions from the brief and script. Keep stable requirement/beat IDs for traceability.
- Write or adapt the story using
agent_skills/game_design/narrative_design.md. Preserve supplied canon; label new plot material as proposed rather than pretending it came from the user. - Map chapters along estimated play time and fictional story time using
agent_skills/game_design/decomposition.md. Give every chapter a player goal, ordered beats, entry/exit conditions and explicit branch destinations. - Derive each chapter's characters, scenes, props, motion, audio, VFX and UI needs. Define shared assets once and reference them across chapters.
- Specify chapter screens and interaction states using
agent_skills/game_design/interaction_design.mdand the genre JSON files inagent_skills/game_design/game_layout_templates/. Select or adapt a layout by player activity, not by whichever template is easiest to fill. - Convert the current chapter into dependency-aware tasks using
agent_skills/game_design/task_tracking.md. Generate, assemble and play a complete loop before detailing later chapters. Revise the story and dependencies from actual play evidence.
Feedback and Camera Handoff
For action feedback, vibration, screen dynamics or playable camera work, read
agent_skills/game-feel/SKILL.md. Include per-action confirmed-event/cue profiles
and per-activity camera shots in the game workspace, with reduced-motion defaults
and measurable acceptance. Reference asset IDs rather than embedding engine code.
Asset Display within Each Genre
Keep player-facing asset display pages inside the matching genre template, alongside login and in-game layouts; do not create a separate genre or production dashboard.
What ships with it
6 files beside SKILL.md in the same directory: the scripts, references and assets a skill reads on demand. Not counted in the per-session cost; read them before you install if any of them is executable.
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.
- today Changed · +7 lines bfa8a969daf9
- 25d ago First seen · 81 lines · 33 tokens per session scan A de65ade9567e
game-design is a skill published in the GitHub repository OpenDCAI/GameFactory-3A (906 stars, last pushed yesterday), licensed Apache-2.0. It adds 33 tokens to every session and 947 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 2026-09-21.
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