air-game-dev-pm

air-game-dev-pm is a skill for Claude Code, Codex from Sttrevens/4dgames-skills. It costs 40 tokens per session (2,703 once invoked), scanned A, original, MIT.

A planning method for making video games, especially for small or independent teams. It turns a game vision into player experiences, features, levels, tasks, iterations, priorities, and validation plans.

In plain words
What is it for?
Use it to define the intended player experience, plan playable iterations, choose a minimum viable game, map risks, and organize work across design, technology, art, and production.
Why use it?
It helps teams decide what to test first, keep design and production work visible, and avoid spending heavily before risky ideas are checked.

Skill for Claude CodeCodex

Written for Claude Code and Codex: ${CLAUDE_SKILL_DIR} variable, but also agents/openai.yaml present. Also seen: mentions Claude Code; mentions Codex.

Good fit Use it to define the intended player experience, plan playable iterations, choose a minimum viable game, map risks, and organize work across design, technology, art, and production.

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Install with agentmods
npx agentmods add skills/sttrevens/4dgames-skills/air-game-dev-pm
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 Sttrevens/4dgames-skills --skill air-game-dev-pm
Clone the repo
git clone --depth 1 https://github.com/Sttrevens/4dgames-skills

Made for: Claude Code, Codex.

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 air-game-dev-pm

README.md
[![agentmods](https://agentmods.dev/badge/skills/sttrevens/4dgames-skills/air-game-dev-pm/github.svg)](https://agentmods.dev/skills/sttrevens/4dgames-skills/air-game-dev-pm)
Your own site
<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.

agentmods 80×15 button for air-game-dev-pm

Your own site · 80×15
<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>
Per session 40 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 2,703 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 $0.00040 $0.02703
Opus 5 $0.00020 $0.01352
Sonnet 5 $0.00008 $0.00541
Haiku 4.5 $0.00004 $0.00270

Measured 11d ago against content hash f3bfa4534050, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-11, from the pricing page.

Security

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.

The scan reads SKILL.md. This mod also ships 4 executable files (scripts/render_cubic_map.py, scripts/render_heatmap.py, vendor/OrbitControls.js, …), listed below but not scanned — reading those needs a real analyzer, not pattern matching.

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.

skills/air-game-dev-pm/SKILL.md · 277 lines

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

  1. 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.
  2. 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.
  3. 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.
  4. 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.

Read the full file on GitHub · 277 lines

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. 11d ago First seen · 277 lines · 40 tokens per session scan A f3bfa4534050

Subscribe to this mod's changes

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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