game-design

game-design is a skill for Claude Code, Codex from OpenDCAI/GameFactory-3A. It costs 33 tokens per session (947 once invoked), scanned A, original, Apache-2.0.

A game-design planning procedure that turns requirements or a script into a playable story, ordered chapters, needed assets and screen layouts. It keeps requirements and story beats traceable through the plan.

In plain words
What is it for?
Use it to define player goals, beats, branches, characters, scenes, props, audio, visual effects and user-interface states for a game.
Why use it?
It removes the need to organise story progression, chapter boundaries and production needs from scattered notes. It also distinguishes supplied story facts from newly proposed material.

Skill for Claude CodeCodex

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

Good fit Use it to define player goals, beats, branches, characters, scenes, props, audio, visual effects and user-interface states for a game.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/opendcai/gamefactory-3a/game_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 OpenDCAI/GameFactory-3A --skill game_design
Clone the repo
git clone --depth 1 https://github.com/OpenDCAI/GameFactory-3A

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 game-design

README.md
[![agentmods](https://agentmods.dev/badge/skills/opendcai/gamefactory-3a/game_design/github.svg)](https://agentmods.dev/skills/opendcai/gamefactory-3a/game_design)
Your own site
<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.

agentmods 80×15 button for game-design

Your own site · 80×15
<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>
Per session 33 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 947 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 $0.00033 $0.00947
Opus 5.5 $0.00013 $0.00379
Sonnet 5.5 $0.00007 $0.00189
Haiku 4.5 $0.00003 $0.00095

Measured today against content hash bfa8a969daf9, method: parsed. Prices are Anthropic first-party input rates as of 2026-10-07, from the pricing page.

Security

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.

agent_skills/game_design/SKILL.md · 88 lines

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

  1. Extract required experiences, plot facts, constraints and open questions from the brief and script. Keep stable requirement/beat IDs for traceability.
  2. 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.
  3. 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.
  4. Derive each chapter's characters, scenes, props, motion, audio, VFX and UI needs. Define shared assets once and reference them across chapters.
  5. Specify chapter screens and interaction states using agent_skills/game_design/interaction_design.md and the genre JSON files in agent_skills/game_design/game_layout_templates/. Select or adapt a layout by player activity, not by whichever template is easiest to fill.
  6. 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.

Read the full file on GitHub · 88 lines

Files

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.

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. today Changed · +7 lines bfa8a969daf9
  2. 25d ago First seen · 81 lines · 33 tokens per session scan A de65ade9567e

Subscribe to this mod's changes

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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