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/team-levelnpx skills add striderZA/OpenCodeGameStudios --skill team-levelgit 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/team-level)<a href="https://agentmods.dev/skills/striderza/opencodegamestudios/team-level"><img src="https://agentmods.dev/badge/skills/striderza/opencodegamestudios/team-level.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 | $0.00039 | $0.02184 |
| Opus 5 | $0.00019 | $0.01092 |
| Sonnet 5 | $0.00008 | $0.00437 |
| Haiku 4.5 | $0.00004 | $0.00218 |
Grade A, and why
team-level 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
89% identical to team-level — 39 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 — 176 lines — stays where its author put it; the contents beside it link to each section on GitHub.
When this skill is invoked:
Decision Points: At each step transition, use question to present
the user with the subagent's proposals as selectable options. Write the agent's
full analysis in conversation, then capture the decision with concise labels.
The user must approve before moving to the next step.
-
Read the argument for the target level or area (e.g.,
tutorial,forest dungeon,hub town,final boss arena). -
Gather context:
- Read the game concept at
design/gdd/game-concept.md - Read game pillars at
design/gdd/game-pillars.md - Read existing level docs in
design/levels/ - Read relevant narrative docs in
design/narrative/ - Read world-building docs for the area's region/faction
- Read the game concept at
How to Delegate
Use the Task tool to spawn each team member as a subagent:
subagent_type: narrative-director— Narrative purpose, characters, emotional arcsubagent_type: world-builder— Lore context, environmental storytelling, world rulessubagent_type: level-designer— Spatial layout, pacing, encounters, navigationsubagent_type: systems-designer— Enemy compositions, loot tables, difficulty balancesubagent_type: art-director— Visual theme, color palette, lighting, asset requirementssubagent_type: accessibility-specialist— Navigation clarity, colorblind safety, cognitive loadsubagent_type: qa-tester— Test cases, boundary testing, playtest checklist
Always provide full context in each agent's prompt (game concept, pillars, existing level docs, narrative docs).
- Orchestrate the level design team in sequence:
Step 1: Narrative + Visual Direction (narrative-director + world-builder + art-director, parallel)
Spawn all three agents simultaneously — issue all three Task calls before waiting for any result.
Spawn the narrative-director agent to:
- Define the narrative purpose of this area (what story beats happen here?)
- Identify key characters, dialogue triggers, and lore elements
- Specify emotional arc (how should the player feel entering, during, leaving?)
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 · 176 lines · 39 tokens per session scan A d85eb0072c97
team-level is a skill published in the GitHub repository striderZA/OpenCodeGameStudios (84 stars, last pushed 24d ago), licensed MIT. It adds 39 tokens to every session and 2,184 once invoked, about $0.0002 per session on Opus 5. A static security scan graded it A with 0 findings. It is 89% identical to team-level, differing in 39 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.
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.
ui-animation-pipeline
Define transition, feedback, and state-driven animation rules for UI elements.
tilemap-pipeline
Define tileset creation, auto-tile rules, collision shapes, and tilemap configuration for 2D levels.