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.
/plugin marketplace add rondorkerin/gamestack/plugin install gamestackWrote 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/rondorkerin/gamestack/game-design-process)<a href="https://agentmods.dev/skills/rondorkerin/gamestack/game-design-process"><img src="https://agentmods.dev/badge/skills/rondorkerin/gamestack/game-design-process/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/rondorkerin/gamestack/game-design-process"><img src="https://agentmods.dev/badge/skills/rondorkerin/gamestack/game-design-process.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 | $0.00119 | $0.02054 |
| Opus 5 | $0.00060 | $0.01027 |
| Sonnet 5 | $0.00024 | $0.00411 |
| Haiku 4.5 | $0.00012 | $0.00205 |
Grade A, and why
game-design-process scanned grade A with 0 findings against 26 rules in 11 categories — prompt injection, anti-refusal, data exfiltration, privilege escalation, supply chain, agent snooping, system-prompt leakage, SSRF and excessive agency — measured 9d ago.
A static scan of the body, not an audit. Every finding is printed with the line that produced it so you can judge whether it matters here. A mod is markdown that instructs an agent; that is exactly why what it instructs is worth reading.
Nothing flagged
None of the 26 patterns this scan looks for appear in this file: no shell pipes, no recursive deletes, no credential paths, no hidden text, no instruction-override or anti-refusal phrasing, no agent-config snooping. That is not a guarantee, it is the absence of the things that are checkable.
How it starts
The opening of the file, as written. The whole thing — 77 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Game-Design Process
Preamble (auto-loaded)
!cat "${CLAUDE_PLUGIN_ROOT}/shared/PREAMBLE.md"; echo; cat "${CLAUDE_PLUGIN_ROOT}/ETHOS.md"
FALLBACK: if the line above rendered literally or empty (your host has
disableSkillShellExecutionset), Read${CLAUDE_PLUGIN_ROOT}/shared/PREAMBLE.mdand${CLAUDE_PLUGIN_ROOT}/ETHOS.mdnow and follow PREAMBLE.md as instructions (load the design bible, detect the engine), then continue.
The spine of the pack. This skill turns a one-line game concept into a designed, generated, self-reviewed game — and tells you which other skill does the work at each step. It is also the first-touch router: when the user describes a game or asks "where do I start / what's next", classify the intent and enter at the right phase below. (Routing is advisory — you invoke the next skill; there is no automatic dispatch.)
First-touch routing
- "I have an idea / starting fresh / where do I start" → Phase 1 (Concept).
- "What's next / health-check the design" → read
./.gamestack/bible/, find the earliest unfinished phase, resume there. - "It's designed, now build it / which engine" → hand off to
engine-router. - A specific design question (combat, world, loot...) → invoke that knowledge skill directly.
- This is an existing project with design canon already established elsewhere (a
CLAUDE.md, adocs//design/tree, a lore graph) → the preamble's bible-init step (shared/PREAMBLE.md§1) handles adoption-mode detection and pointer-file setup. Oncesources.mdis written, classify the genre from the existing canon and record it in the bible — do not re-run Phase 1 Concept against docs that already answer it.
The design bible at ./.gamestack/bible/ (loaded by the preamble) is the persistent record of every phase's output and decisions. Read it to know what's done; append decisions to decisions.md as you make them.
Classify the genre, then pull the right lens
This pipeline is genre-aware (see docs/architecture.md). After Phase 1's concept, name the game's genre family (open-world RPG, platformer, shooter, puzzle, strategy, sim, deckbuilder, roguelike…) and record it in the bible (genre). That selection decides which skills you pull:
What ships with it
1 file 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.
- 9d ago First seen · 77 lines · 119 tokens per session scan A 8b901c614edd
game-design-process is a skill published in the GitHub repository rondorkerin/gamestack (27 stars, last pushed 2mo ago), licensed MIT. It adds 119 tokens to every session and 2,054 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.
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.
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…
localize
Full localization pipeline: scan for hardcoded strings, extract and manage string tables, validate translations, generate translator briefings, run cultural/sensitivity review, manage VO localization, test RTL/platform requirements, enforce string freeze, and report coverage.
vertical-slice
Pre-Production validation — build a production-quality end-to-end build to confirm the full game loop is achievable before committing to Production. Run after GDDs, architecture, and UX specs are complete. Produces a PROCEED/PIVOT/KILL verdict that gates the Pre-Production → Production transition.
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.
soak-test
Generate a soak test protocol for extended play sessions. Defines what to observe, measure, and log during long play sessions to surface slow leaks, fatigue effects, and edge cases that only appear after sustained play. Primarily used in Polish and Release phases.