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 theisegoria/game-development-studio --skill game-performance-optimizationgit clone --depth 1 https://github.com/theisegoria/game-development-studioWrote 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/theisegoria/game-development-studio/game-performance-optimization)<a href="https://agentmods.dev/skills/theisegoria/game-development-studio/game-performance-optimization"><img src="https://agentmods.dev/badge/skills/theisegoria/game-development-studio/game-performance-optimization/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/theisegoria/game-development-studio/game-performance-optimization"><img src="https://agentmods.dev/badge/skills/theisegoria/game-development-studio/game-performance-optimization.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 | $0.00054 | $0.00423 |
| Opus 5.5 | $0.00022 | $0.00169 |
| Sonnet 5.5 | $0.00011 | $0.00085 |
| Haiku 4.5 | $0.00005 | $0.00042 |
Grade A, and why
game-performance-optimization 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 1mo 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.
What it actually says
Game Performance Optimization
Use game-dev run bundles as the measurement boundary. Begin only after a reproducible scenario emits the requested metric with a stable unit.
Read references/optimization-loop.md for goal requests, commands, and comparison rules.
Workflow
- Verify the baseline run, summarize its metrics, and choose one named metric, statistic, unit, direction, and target. Do not optimize a proxy without explaining why it represents the user's outcome.
- Confirm scene, seed, workload, build mode, renderer path, hardware, power state, and instrumentation are comparable. Hardware timings require the separately authorized evidence path; arithmetic over unadmitted values is not hardware-performance proof.
- Create a dry-run goal with a narrow source-path allowlist and a fixed maximum iteration count. Exclude repository metadata, dependencies, build output, run bundles, and broad project roots.
- After explicit confirmation, make one bounded candidate change, run relevant non-performance tests, capture one candidate, verify it, and evaluate it once.
- Compare the target metric and inspect correctness signals, raster evidence, errors, and secondary regressions. A numeric improvement does not establish which change caused it.
- Stop when the target is met, the iteration budget is exhausted, the measurement becomes incomparable, correctness regresses, or progress requires broader authority.
Do not reuse a candidate run as another iteration, silently widen allowed paths, change the target mid-goal, or turn a bounded goal into an open-ended autonomous loop.
Evidence boundary
The summarizer proves deterministic arithmetic over sealed telemetry and profile fields. It does not prove timer quality, GPU synchronization, hardware comparability, statistical significance, or causal attribution. Report the adapter's measurement claims and the harness's admitted evidence separately.
What ships with it
4 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.
- 1mo ago First seen · 26 lines · 54 tokens per session scan A 8425967ab225
game-performance-optimization is a skill published in the GitHub repository theisegoria/game-development-studio (11 stars, last pushed 7d ago), licensed MIT. It adds 54 tokens to every session and 423 once invoked, about $0.0002 per session on Opus 5.5. 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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