game-dev

game-dev is a skill for Claude Code from sandbaseai/sandbase-skills. It costs 50 tokens per session (1,213 once invoked), scanned A, original, Apache-2.0.

A workflow for building and checking playable 2D or 3D games that run in a web browser. It covers game structure, local assets, builds, tests, and optional generated media.

In plain words
What is it for?
Use it to plan game mechanics, choose a suitable web-game stack, implement gameplay, process assets, and verify the built game.
Why use it?
It helps turn a game brief into a working browser game without replacing the project's existing tools or overlooking input, accessibility, or delivery requirements.

Skill for Claude Code

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

Part of the sandbase-skills plugin — 244 skills shipped together

Good fit Use it to plan game mechanics, choose a suitable web-game stack, implement gameplay, process assets, and verify the built game.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/sandbaseai/sandbase-skills/game-dev
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 sandbaseai/sandbase-skills --skill game-dev
Clone the repo
git clone --depth 1 https://github.com/sandbaseai/sandbase-skills

Made for: Claude Code.

Or install sandbase-skills, the plugin that ships this one along with the rest of its 244 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-dev

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

Your own site · 80×15
<a href="https://agentmods.dev/skills/sandbaseai/sandbase-skills/game-dev"><img src="https://agentmods.dev/badge/skills/sandbaseai/sandbase-skills/game-dev.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 50 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 1,213 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 $0.00050 $0.01213
Opus 5.5 $0.00020 $0.00485
Sonnet 5.5 $0.00010 $0.00243
Haiku 4.5 $0.00005 $0.00121

Measured 21d ago against content hash 44eaefa3c059, method: parsed. Prices are Anthropic first-party input rates as of 2026-10-07, from the pricing page.

Security

Grade A, and why

game-dev 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 21d 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.

marketing/game-dev/SKILL.md · 94 lines

How it starts

The opening of the file, as written. The whole thing — 94 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Game Dev

Turn a game brief into a playable, visually coherent browser game. Keep the game code, deterministic asset processing, builds, and tests local. Use SandBase only for optional generative assets that the user requests.

Read the SandBase API map before generating concept art, textures, sprites, backgrounds, or other AI media.

Establish the build target

Before implementation, resolve only the choices that materially affect the architecture:

  • genre, player goal, failure and success conditions;
  • input methods and target devices;
  • 2D or 3D presentation, camera, aspect ratio, and art direction;
  • required mechanics, content scope, and accessibility expectations;
  • supplied assets, rights restrictions, target repository, and delivery format.

Inspect the existing project and preserve its framework, package manager, engine, and conventions. For a new project, choose the smallest suitable stack: native canvas or a focused 2D engine for simple 2D games, and a WebGL engine such as Babylon.js for substantial 3D work. Do not replace an established engine merely because another is familiar.

Plan around risk

Write a compact implementation plan for work that spans more than one mechanic. Identify the riskiest slice first: physics feel, procedural generation, animation state, navigation, camera behavior, pointer lock, shaders, networking, asset import, or performance.

Define observable acceptance criteria for each slice. A criterion should describe something a player can see or do, not merely a class or file that exists.

Keep gameplay state and rules independent from the UI shell where practical. Separate input, simulation, rendering, audio, persistence, and scene transitions enough that each can be tested without rebuilding the entire game.

Build a playable vertical slice

Implement the smallest loop that demonstrates the intended experience:

  1. load into a valid starting state;
  2. accept the primary controls;
  3. update the world deterministically enough to debug;
  4. communicate goals, feedback, damage or progress, and end states;
  5. restart without a page reload or corrupted state.

Read the full file on GitHub · 94 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. 21d ago First seen · 94 lines · 50 tokens per session scan A 44eaefa3c059

Subscribe to this mod's changes

game-dev is a skill published in the GitHub repository sandbaseai/sandbase-skills (201 stars, last pushed 22d ago), licensed Apache-2.0. It adds 50 tokens to every session and 1,213 once invoked, about $0.0002 per session on Opus 5.5. 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 2026-09-27.

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