Borrowing it
Nothing to install: this file belongs to tech-leads-club/nj-mmo. Take a copy, put it at the same path in your own repository, and replace the rules that are about this project with yours.
curl -O https://raw.githubusercontent.com/tech-leads-club/nj-mmo/master/.cursor/skills/game-designer/SKILL.mdgit clone --depth 1 https://github.com/tech-leads-club/nj-mmoWrote 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/tech-leads-club/nj-mmo/game-designer)<a href="https://agentmods.dev/skills/tech-leads-club/nj-mmo/game-designer"><img src="https://agentmods.dev/badge/skills/tech-leads-club/nj-mmo/game-designer/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/tech-leads-club/nj-mmo/game-designer"><img src="https://agentmods.dev/badge/skills/tech-leads-club/nj-mmo/game-designer.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 | $0.00229 | $0.03487 |
| Opus 5 | $0.00114 | $0.01743 |
| Sonnet 5 | $0.00046 | $0.00697 |
| Haiku 4.5 | $0.00023 | $0.00349 |
Grade A, and why
game-designer 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 12d 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 — 115 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Game Designer
This skill is how visual entities (player characters, monsters, NPCs) get built in this MMO. It exists because of one hard lesson: a green logic test can hide a broken-looking result. Follow the layered model and render-and-look before declaring anything done.
Read order
- Read this whole file first — it is the mental model and the non-negotiable rules.
- Then read the one recipe that matches your task:
| Your task | Recipe | Asset family |
|---|---|---|
| Player character; skin/swap the hero; remote players | references/create-character.md |
rigged (Brain·Signal·Body) |
| NPC (merchant, gatekeeper) | references/create-character.md (NPC note) |
rigged, idle-mostly |
| Monster / mob (many instances, server-driven) | references/create-monster.md (read character first) |
rigged + clone-per-instance |
| Equipped weapon / hand-held item / anything that rides a bone | references/create-attachment.md |
attachment on a rigged body |
| VFX: skill, hit/impact, death, level-up, target ring, loot marker | references/create-vfx.md |
transient, signal-triggered |
| UI icon: skill or item icon (hotbar, shop, inventory) | references/create-icon.md |
2D / DOM |
| Environment prop: building, tree, rock, marker | references/create-prop.md |
static mesh |
Asset taxonomy (which mental model applies)
Not every asset is animated — pick the right model before you start:
- Rigged entities (characters, NPCs, monsters) → the three-layer model below. Skeleton +
AnimationMixer, driven by the brain + server signal. - Attachments (weapons, shields, held items) → no brain, no mixer. They parent to a bone of a rigged body and inherit its motion. Which item is equipped is server truth.
- VFX (skill flash, hit, death, level-up, target ring) → transient. No skeleton. Spawned by an authoritative signal/event, animated over a fixed lifetime, then disposed. The decision to fire is server truth, never a client guess.
- Icons (skill/item 2D art) → DOM, keyed by id. Licensed like meshes; DOM-testable (unlike WebGL).
- Props (buildings, trees, rocks) → static meshes. No skeleton, no signal. Load, clone/instance, place.
What ships with it
6 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.
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.
- 12d ago First seen · 115 lines · 0 tokens per session scan A 5bb09d885604
game-designer is a skill published in the GitHub repository tech-leads-club/nj-mmo (24 stars, last pushed 2mo ago), licensed MIT. It adds 229 tokens to every session and 3,487 once invoked, about $0.0011 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 2026-08-30.
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