engine-router

engine-router is a skill for Claude Code from rondorkerin/gamestack. It costs 111 tokens per session (1,276 once invoked), scanned A, original, MIT.

A handoff guide for turning a completed video-game design into code for an engine such as Godot, Unity, Unreal, or Three.js.

In plain words
What is it for?
Use it when choosing an engine, supporting multiple engines, or implementing a ready game specification.
Why use it?
It separates design decisions from platform-specific implementation and helps route work to the appropriate engine tools.

Skill for Claude Code

Written for Claude Code: ${CLAUDE_PLUGIN_ROOT} variable.

Runs only inside its plugin — its command needs a path that Claude Code sets for a plugin’s own hooks and for nothing else. Install the plugin, not this.

Part of the gamestack plugin — 26 skills shipped together

Good fit Use it when choosing an engine, supporting multiple engines, or implementing a ready game specification.

Compare 6 skills from other repositories ↓
Install

Getting it into your agent

This one installs as part of its plugin. Adding the marketplace and installing the plugin brings it with everything else the plugin ships.

Claude Code
/plugin marketplace add rondorkerin/gamestack
Claude Code
/plugin install gamestack

Made for: Claude Code.

Or install gamestack, the plugin that ships this one along with the rest of its 26 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 engine-router

README.md
[![agentmods](https://agentmods.dev/badge/skills/rondorkerin/gamestack/engine-router.svg)](https://agentmods.dev/skills/rondorkerin/gamestack/engine-router)
Your own site
<a href="https://agentmods.dev/skills/rondorkerin/gamestack/engine-router"><img src="https://agentmods.dev/badge/skills/rondorkerin/gamestack/engine-router.svg" alt="Measured on agentmods" height="20"></a>
Per session 111 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 1,276 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 $0.00111 $0.01276
Opus 5 $0.00056 $0.00638
Sonnet 5 $0.00022 $0.00255
Haiku 4.5 $0.00011 $0.00128

Measured 8d ago against content hash 442a8d8b0718, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-07, from the pricing page.

Security

Grade A, and why

engine-router 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 8d 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.

plugins/gamestack/skills/engine-router/SKILL.md · 62 lines

How it starts

The opening of the file, as written. The whole thing — 62 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Engine Router

Preamble (auto-loaded)

!cat "${CLAUDE_PLUGIN_ROOT}/shared/PREAMBLE.md"; echo; cat "${CLAUDE_PLUGIN_ROOT}/ETHOS.md"

FALLBACK: if the line above rendered literally or empty (disableSkillShellExecution), Read ${CLAUDE_PLUGIN_ROOT}/shared/PREAMBLE.md and ${CLAUDE_PLUGIN_ROOT}/ETHOS.md now and follow PREAMBLE.md as instructions, then continue.

gamestack splits a game into two jobs: the design brain (engine-agnostic, first-party) and the engine hands (per-platform, the curated engine packs). This skill is the design→engine handoff — it consumes the finished design bible and sends implementation to whichever engine pack owns the target platform. It does not sequence design phases (that is game-design-process); it only routes a ready design to code.

The preamble has already detected the engine and loaded ${CLAUDE_PLUGIN_ROOT}/overlays/<engine>.md — that overlay holds the spec→pack-skill mapping for this target. Use it as the translation table below.

When to use this

  • A design/spec is ready and it's time to write engine code
  • Choosing a target engine, or supporting more than one
  • Mid-build, deciding "is this a design question or an engine question?" and pulling the right skill

The core stance

  1. Design once, implement per engine. The world bible, systems, combat feel, and procgen rules from the foundation skills are engine-independent. Don't re-derive them inside an engine — translate them.
  2. Never put design logic in an engine skill, or engine APIs in a design skill. If you're reaching for Node/Actor/THREE.Scene while still deciding what interesting decision a system creates, stop — that's a foundation question (game-design-fundamentals).
  3. One spec, one handoff artifact. The design pipeline's output (specs, content, quality verdicts) is the contract the engine pack consumes. Engine choice never changes the spec.

Routing table

Phase / question Layer Skill to pull
Concept, pillars, core loop, "is this an interesting decision?" Foundation (design) game-design-fundamentals
World structure, navigation, spatial pacing Foundation (design) open-world-design
Generating + reviewing content without sameness Foundation (design) procedural-generation, procgen-review
Combat & game feel (juice, telegraphing, encounters) Foundation (design) combat-design
Sequencing the whole design end to end Foundation (process) game-design-process
Implement in Godot 4.x (GDScript, systems, optimization, export) Engine hands godot pack (/plugin install godot@gamestack)
Implement in Unreal (C++ gameplay framework, rendering, networking) Engine hands unreal pack (/plugin install unreal@gamestack)
Debug a Unity build (logging, runtime commands, watching) Engine hands unity-jahro pack (/plugin install unity-jahro@gamestack)
Implement in Unity (general authoring) Engine hands ⬜ roadmap — no curated pack yet; use general C#/Unity knowledge + the foundation specs
Implement in Three.js / web Engine hands ⬜ roadmap — no curated pack yet; use the foundation specs + general Three.js knowledge

Read the full file on GitHub · 62 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. 8d ago First seen · 62 lines · 111 tokens per session scan A 442a8d8b0718

Subscribe to this mod's changes

engine-router is a skill published in the GitHub repository rondorkerin/gamestack (27 stars, last pushed 2mo ago), licensed MIT. It adds 111 tokens to every session and 1,276 once invoked, about $0.0006 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 2026-08-30.

Related

Other skills, from other repositories

ux-design

Guided, section-by-section UX spec authoring for a screen, flow, or HUD. Reads game concept, player journey, and relevant GDDs to provide context-aware design guidance. Produces ux-spec.md (per screen/flow) or hud-design.md using the studio templates.

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architecture-review

Validates completeness and consistency of the project architecture against all GDDs. Builds a traceability matrix mapping every GDD technical requirement to ADRs, identifies coverage gaps, detects cross-ADR conflicts, verifies engine compatibility consistency across all decisions, and produces a PASS/CONCERNS/FAIL…

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vertical-slice

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quick-design

Lightweight design spec for small changes — tuning adjustments, minor mechanics, balance tweaks. Skips full GDD authoring when a system GDD already exists or the change is too small to warrant one. Produces a Quick Design Spec that embeds directly into story files.

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day-one-patch

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