game-designer

game-designer is a skill for Claude Code from qfoldit/Protein-Design-MCP. It costs 161 tokens per session (753 once invoked), scanned A, original, Apache-2.0.

A designer that turns a natural-language scene or gameplay idea into a Universal Assembly Graph, a validated engine-neutral JSON plan for objects, hierarchy, lighting, triggers, and interactions.

In plain words
What is it for?
Use it to plan game worlds, digital twins, virtual laboratories, greenhouse scenes, mining maps, and scenes based on outputs from other science tools.
Why use it?
It creates one structured scene description that other tools can use, so the scene does not need to be redesigned separately for each target engine or visualization system.

Skill for Claude Code

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

Part of the qfoldit-skills plugin — 20 skills shipped together

Good fit Use it to plan game worlds, digital twins, virtual laboratories, greenhouse scenes, mining maps, and scenes based on outputs from other science tools.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/qfoldit/protein-design-mcp/game-designer
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 qfoldit/Protein-Design-MCP --skill game-designer
Clone the repo
git clone --depth 1 https://github.com/qfoldit/Protein-Design-MCP

Made for: Claude Code.

Or install qfoldit-skills, the plugin that ships this one along with the rest of its 20 skills.

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-designer

README.md
[![agentmods](https://agentmods.dev/badge/skills/qfoldit/protein-design-mcp/game-designer/github.svg)](https://agentmods.dev/skills/qfoldit/protein-design-mcp/game-designer)
Your own site
<a href="https://agentmods.dev/skills/qfoldit/protein-design-mcp/game-designer"><img src="https://agentmods.dev/badge/skills/qfoldit/protein-design-mcp/game-designer/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-designer

Your own site · 80×15
<a href="https://agentmods.dev/skills/qfoldit/protein-design-mcp/game-designer"><img src="https://agentmods.dev/badge/skills/qfoldit/protein-design-mcp/game-designer.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 161 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 753 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 $0.00161 $0.00753
Opus 5 $0.00081 $0.00377
Sonnet 5 $0.00032 $0.00151
Haiku 4.5 $0.00016 $0.00075

Measured 10d ago against content hash 641968c1cf96, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-11, from the pricing page.

Security

Grade A, and why

game-designer 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.

The scan reads SKILL.md. This mod also ships 1 executable file (scripts/uag_validate.py), listed below but not scanned — reading those needs a real analyzer, not pattern matching.

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.

claude-skills/skills/game-designer/SKILL.md · 33 lines

How it starts

The opening of the file, as written. The whole thing — 33 lines — stays where its author put it; the contents beside it link to each section on GitHub.

game-designer

Purpose

Turns a scene/gameplay concept into a validated Universal Assembly Graph (UAG) -- see references/uag_schema.md for the full schema. This is the FIRST step of the qFoldIT digital-twin pipeline; every engine-specific skill in this plugin consumes a UAG produced here rather than reimplementing scene-design logic per engine.

Workflow

  1. Gather the scene intent. What is being represented (a greenhouse, a molecular VR lab, an ore-body prospecting map)? Is there qFoldIT science-skill output feeding it (e.g. plant-growth morphology multipliers, mining bio-oxidation results)? If the user hasn't specified, ask -- don't invent scientific parameters that should come from the relevant science skill instead.
  2. Design nodes. Break the scene into nodes (mesh/light/camera/trigger_volume/ui_panel/particle_emitter/audio_source/group/custom) per the schema. Keep transforms and properties engine-agnostic -- no engine class names here (see "Principle" in the schema doc).
  3. Design connections/constraints/interactions. Parent/child hierarchy, physics/interaction constraints, and trigger-based interactions (on_grab, on_proximity, etc.) as needed for the concept.
  4. Validate. Run scripts/uag_validate.py <file> (this validator is shared -- the same script lives in every downstream engine skill's expectations, so a UAG that fails here will fail everywhere). Fix all errors before proceeding; review warnings (usually node/trigger types without a known engine mapping yet) and flag them to the user rather than silently dropping them.
  5. Hand off. Tell the user which engine-adapter skill(s) are appropriate for their target platform, and pass the validated UAG JSON to that skill. Do not attempt engine-specific work yourself -- that's what digital-twin-builder (for simulation semantics) and the per-engine skills are for.

Example

python3 scripts/uag_validate.py my_scene.uag.json

Output is {"valid": true/false, "errors": [...], "warnings": [...], "node_count": N} -- see the script for exact validation rules (unique ids, valid references, no parent_child cycles).

Read the full file on GitHub · 33 lines

Files

What ships with it

4 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. 10d ago First seen · 33 lines · 161 tokens per session scan A 641968c1cf96

Subscribe to this mod's changes

game-designer is a skill published in the GitHub repository qfoldit/Protein-Design-MCP (1 stars, last pushed 14d ago), licensed Apache-2.0. It adds 161 tokens to every session and 753 once invoked, about $0.0008 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 2026-08-31.

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