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 skills add Sttrevens/4dgames-skills --skill air-game-dev-pmgit clone --depth 1 https://github.com/Sttrevens/4dgames-skillsWrote 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/sttrevens/4dgames-skills/air-game-dev-pm)<a href="https://agentmods.dev/skills/sttrevens/4dgames-skills/air-game-dev-pm"><img src="https://agentmods.dev/badge/skills/sttrevens/4dgames-skills/air-game-dev-pm/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/sttrevens/4dgames-skills/air-game-dev-pm"><img src="https://agentmods.dev/badge/skills/sttrevens/4dgames-skills/air-game-dev-pm.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 | $0.00040 | $0.02703 |
| Opus 5 | $0.00020 | $0.01352 |
| Sonnet 5 | $0.00008 | $0.00541 |
| Haiku 4.5 | $0.00004 | $0.00270 |
Grade A, and why
air-game-dev-pm 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 11d 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 — 277 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Air Game Development PM
Use Air's PM method to plan game development from the farthest clearly foreseeable player experience back into trackable work. The method is especially useful for indie or small hybrid teams where design, tech, art, and production decisions must stay visible and reversible.
This skill follows the common SKILL.md Agent Skills layout and can be used by Claude Code, Codex, and other agents that read skill directories.
Core Principles
-
Start from the farthest foreseeable experience.
- Describe the farthest version of the experience that can be clearly imagined.
- "Farthest" is not "final": it may take many iterations to become real.
- Write it from the player's perspective first, then the designer/system perspective.
-
Lowest power consumption.
- For every execution choice, ask: can this be cheaper in money, time, people, art cost, risk, or brainpower while still validating the same thing?
- Validate high-risk, low-cost assumptions first.
- Avoid spending final-art or production effort before the relevant risk has been reduced.
-
Cross the river by feeling the stones.
- Every Iter/Sprint should produce a playable or inspectable "stone".
- Stand on the current stone, see whether the next stone is visible, then move.
- If a direction fails, roll back to the previous stone, not to the beginning.
-
Keep the process continuously trackable.
- Use explicit levels, owners, statuses, and views.
- Prefer heatmaps or matrices over vague progress language.
- The team should be able to tell at a glance whether the project is balanced or lopsided.
Planning Workflow
1. Define the Experience
Write a concise Experience (E) statement:
- Player view: subjective feeling, core fantasy, what the player does, how a session unfolds.
- Designer view: what is different, narrative/task design, systems, interactions, signature difficulty.
- User story: one concrete sequence of play from start to payoff.
- Assumptions: what must be true for this experience to work.
What ships with it
13 files 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.
- .gitignore 55 B
- agents/openai.yaml 298 B
- examples/sample_cubic_map.html 642 KB
- examples/sample_features.csv 864 B
- examples/sample_heatmap.html 12 KB
- examples/test-prompts.md 1.3 KB
- LICENSE 1.1 KB
- README.md 5.5 KB
- scripts/render_cubic_map.py 34 KB runs code
- scripts/render_heatmap.py 12 KB runs code
- vendor/OrbitControls.js 26 KB runs code
- vendor/THREE_LICENSE 1.1 KB
- vendor/three.min.js 589 KB runs code
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.
- 11d ago First seen · 277 lines · 40 tokens per session scan A f3bfa4534050
air-game-dev-pm is a skill published in the GitHub repository Sttrevens/4dgames-skills (5 stars, last pushed 2mo ago), licensed MIT. It adds 40 tokens to every session and 2,703 once invoked, about $0.0002 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 2026-08-31.
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