game-design-process

game-design-process is a skill for Claude Code from rondorkerin/gamestack. It costs 119 tokens per session (2,054 once invoked), scanned A, original, MIT.

A step-by-step coordinator for designing a video game from its initial idea through a finished design and handoff for implementation.

In plain words
What is it for?
Use it to develop a game concept, resume unfinished design work, review the overall design, or pass a completed design to an engine-specific coding tool.
Why use it?
It gives structure to the design process and helps decide what to work on next or which specialist should handle a specific task.

Skill for Claude Code

Written for Claude Code: ${CLAUDE_PLUGIN_ROOT} variable. Also seen: mentions CLAUDE.md.

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 to develop a game concept, resume unfinished design work, review the overall design, or pass a completed design to an engine-specific coding tool.

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 game-design-process

README.md
[![agentmods](https://agentmods.dev/badge/skills/rondorkerin/gamestack/game-design-process/github.svg)](https://agentmods.dev/skills/rondorkerin/gamestack/game-design-process)
Your own site
<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.

agentmods 80×15 button for game-design-process

Your own site · 80×15
<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>
Per session 119 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 2,054 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 $0.00119 $0.02054
Opus 5 $0.00060 $0.01027
Sonnet 5 $0.00024 $0.00411
Haiku 4.5 $0.00012 $0.00205

Measured 9d ago against content hash 8b901c614edd, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-08, from the pricing page.

Security

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.

plugins/gamestack/skills/game-design-process/SKILL.md · 77 lines

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 disableSkillShellExecution set), Read ${CLAUDE_PLUGIN_ROOT}/shared/PREAMBLE.md and ${CLAUDE_PLUGIN_ROOT}/ETHOS.md now 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, a docs//design/ tree, a lore graph) → the preamble's bible-init step (shared/PREAMBLE.md §1) handles adoption-mode detection and pointer-file setup. Once sources.md is 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:

Read the full file on GitHub · 77 lines

Files

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.

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. 9d ago First seen · 77 lines · 119 tokens per session scan A 8b901c614edd

Subscribe to this mod's changes

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.

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.

Donchitos/Claude-Code-Game-Studios · 61 tokens

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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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.

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