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 poorvith-mp/skills-gamedev --skill game-build-pipelinegit clone --depth 1 https://github.com/poorvith-mp/skills-gamedevWrote 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/poorvith-mp/skills-gamedev/game-build-pipeline)<a href="https://agentmods.dev/skills/poorvith-mp/skills-gamedev/game-build-pipeline"><img src="https://agentmods.dev/badge/skills/poorvith-mp/skills-gamedev/game-build-pipeline/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/poorvith-mp/skills-gamedev/game-build-pipeline"><img src="https://agentmods.dev/badge/skills/poorvith-mp/skills-gamedev/game-build-pipeline.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 | $0.00040 | $0.01357 |
| Opus 5 | $0.00020 | $0.00678 |
| Sonnet 5 | $0.00008 | $0.00271 |
| Haiku 4.5 | $0.00004 | $0.00136 |
Grade A, and why
game-build-pipeline 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 5d 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 — 122 lines — stays where its author put it; the contents beside it link to each section on GitHub.
game-build-pipeline
Core Philosophy
Manually building a game—clicking "Build" in the Unity or Unreal editor, waiting 45 minutes on a workstation, manually zipping files, and uploading them through a web browser to Steam—is an amateur operational hazard. A game build pipeline is an automated, continuous software deployment factory. High-performance game studios automate multi-platform cross-compilation, asset cooking, console certification checks, automated smoke testing, and direct SteamPipe/itch.io depot deployment via headless CI/CD.
4-Step Automated Game Build & Deployment Pipeline
Step 1: Headless Engine Compilation & Asset Cooking
- Headless Engine Invocation:
- Execute builds from command-line without GUI overhead:
- Unity:
Unity.exe -batchmode -nographics -quit -projectPath ./ -executeMethod BuildScript.PerformWindowsBuild -logFile build.log - Unreal Engine:
RunUAT.bat BuildCookRun -project=Game.uproject -noP4 -platform=Win64 -clientconfig=Shipping -cook -build -stage -pak -archive
- Unity:
- Execute builds from command-line without GUI overhead:
- Asset Cooking Optimization:
- Separate code compilation from asset cooking. Use persistent shared DDC (Derived Data Cache) in Unreal or Cache Server in Unity to reduce 2-hour asset cooking runs to under 8 minutes.
Step 2: Multi-Platform Target Matrix
- Target Artifact Packaging:
- Windows (Win64): Monolithic executable + packed asset bundles (
.pak/.pck). - macOS (Apple Silicon / Intel): Universal binary
.appbundle, notarized via Apple Developer CLI (xcrun notarytool). - Linux (Steam Deck / Proton): Standalone x86_64 ELF binary validated against SteamOS runtime.
- Windows (Win64): Monolithic executable + packed asset bundles (
Step 3: Automated Platform Smoke Testing
- The Automated Headless Boot Test:
- Run the packaged game executable in an automated CI container:
- Boot executable with
-autotest -benchmark -duration=30. - Assert that process does not crash, loads the splash scene, initializes audio/graphics drivers, and exits cleanly with exit code 0.
- Boot executable with
- Run the packaged game executable in an automated CI container:
What ships with it
2 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.
- 5d ago First seen · 122 lines · 40 tokens per session scan A 4b73cce02058
game-build-pipeline is a skill published in the GitHub repository poorvith-mp/skills-gamedev (4 stars, last pushed 6d ago), licensed MIT. It adds 40 tokens to every session and 1,357 once invoked, about $0.0002 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 2026-09-06.
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editor-selection-get
Get information about the current Selection in the Unity Editor — active object, active transform, selected GameObjects, transforms, instance IDs, and asset GUIDs (each enrichment is opt-in). Pair with 'editor-selection-set' to change the selection.
object-modify
Modify a Unity UnityEngine.Object's serializable fields/properties. Three modification surfaces are available (objectDiff, pathPatches, jsonPatch) — see the skill body. Use 'object-get-data' first to inspect the object structure.