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.
npx agentmods add skills/striderza/opencodegamestudios/design-systemnpx skills add striderZA/OpenCodeGameStudios --skill design-systemgit clone --depth 1 https://github.com/striderZA/OpenCodeGameStudiosWrote 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/striderza/opencodegamestudios/design-system)<a href="https://agentmods.dev/skills/striderza/opencodegamestudios/design-system"><img src="https://agentmods.dev/badge/skills/striderza/opencodegamestudios/design-system.svg" alt="Measured on agentmods" 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 | $0.00045 | $0.09125 |
| Opus 5 | $0.00023 | $0.04562 |
| Sonnet 5 | $0.00009 | $0.01825 |
| Haiku 4.5 | $0.00005 | $0.00912 |
Grade A, and why
design-system 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 yesterday.
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.
This is a copy
88% identical to design-system — 74 lines differ, which has more behind it and is treated as the original. This page carries a canonical link to it rather than competing with it.
How it starts
The opening of the file, as written. The whole thing — 842 lines — stays where its author put it; the contents beside it link to each section on GitHub.
When this skill is invoked:
1. Parse Arguments & Validate
Resolve the review mode (once, store for all gate spawns this run):
- If
--review [full|lean|solo]was passed → use that - Else read
production/review-mode.txt→ use that value - Else → default to
lean
See docs/framework/director-gates.md for the full check pattern.
A system name or retrofit path is required. If missing:
- Check if
design/gdd/systems-index.mdexists. - If it exists: read it, find the highest-priority system with status "Not Started" or equivalent, and use
question:- Prompt: "The next system in your design order is [system-name] ([priority] | [layer]). Start designing it?"
- Options:
[A] Yes — design [system-name]/[B] Pick a different system/[C] Stop here - If [A]: proceed with that system name. If [B]: ask which system to design (plain text). If [C]: exit.
- If no systems index exists, fail with:
"Usage:
/design-system <system-name>— e.g.,/design-system movementOr to fill gaps in an existing GDD:/design-system retrofit design/gdd/[system-name].mdNo systems index found. Run/map-systemsfirst to map your systems and get the design order."
Detect retrofit mode:
If the argument starts with retrofit or the argument is a file path to an
existing .md file in design/gdd/, enter retrofit mode:
- Read the existing GDD file.
- Identify which of the 8 required sections are present (scan for section headings). Required sections: Overview, Player Fantasy, Detailed Design/Rules, Formulas, Edge Cases, Dependencies, Tuning Knobs, Acceptance Criteria.
- Identify which sections contain only placeholder text (
[To be designed]or equivalent — blank, a single line, or obviously incomplete). - Present to the user before doing anything:
## Retrofit: [System Name] File: design/gdd/[filename].md Sections already written (will not be touched): ✓ [section name] ✓ [section name] Missing or incomplete sections (will be authored): ✗ [section name] — missing ✗ [section name] — placeholder only - Ask: "Shall I fill the [N] missing sections? I will not modify any existing content."
- If yes: proceed to Phase 2 (Gather Context) as normal, but in Phase 3 skip creating the skeleton (file already exists) and in Phase 4 skip sections that are already complete. Only run the section cycle for missing/ incomplete sections.
- Never overwrite existing section content. Use Edit tool to replace only
[To be designed]placeholders or empty section bodies.
If NOT in retrofit mode, normalize the system name to kebab-case for the
filename (e.g., "combat system" becomes combat-system).
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.
- yesterday First seen · 842 lines · 45 tokens per session scan A 440ffb2bbf47
design-system is a skill published in the GitHub repository striderZA/OpenCodeGameStudios (84 stars, last pushed 24d ago), licensed MIT. It adds 45 tokens to every session and 9,125 once invoked, about $0.0002 per session on Opus 5. A static security scan graded it A with 0 findings. It is 88% identical to design-system, differing in 74 lines, and is treated as a copy.
Other skills, from other repositories
generated-raster-asset-pipeline
Define acceptance, validation, and runtime integration rules for raster assets generated with image models before they become real project content.
lighting-lod-pipeline
Define lighting policy, light budgets, LOD chains, and culling rules so 3D scenes look intentional and hit frame budgets.
ui-animation-pipeline
Define transition, feedback, and state-driven animation rules for UI elements.
2d-animation-pipeline
Define authoring, import, and state machine rules for frame-by-frame and skeletal 2D animations.
sprite-pipeline
Define import, slicing, atlas packing, and naming rules for 2D sprite assets.
tilemap-pipeline
Define tileset creation, auto-tile rules, collision shapes, and tilemap configuration for 2D levels.