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/theisegoria/game-development-studio/game-visual-debuggingnpx skills add theisegoria/game-development-studio --skill game-visual-debugginggit 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-visual-debugging)<a href="https://agentmods.dev/skills/theisegoria/game-development-studio/game-visual-debugging"><img src="https://agentmods.dev/badge/skills/theisegoria/game-development-studio/game-visual-debugging.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 | $0.00052 | $0.00446 |
| Opus 5 | $0.00026 | $0.00223 |
| Sonnet 5 | $0.00010 | $0.00089 |
| Haiku 4.5 | $0.00005 | $0.00045 |
Grade A, and why
game-visual-debugging 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 3d 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 — 27 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Game Visual Debugging
Use game-dev to turn a game-owned capture command into a sealed, comparable evidence bundle. The adapter remains declarative; the game owns its build, renderer, GPU synchronization, and capture implementation.
Read references/capture-workflow.md for commands, useful attachment types, and interpretation rules.
Workflow
- Inspect the project's
.game-dev/adapter.jsonand list scenarios. Do not install a packaged adapter unless the user asks for that exact project write. - Plan the smallest scenario that can reproduce the defect. Validate contracts and preflight on CPU before requesting a GPU scenario when the adapter provides those stages.
- Show all required authorizations. Project execution requires
--confirm; GPU and hardware-performance capabilities require separate flags. Do not treat prior runs as standing permission. - Execute once, verify the closed run roster, and preserve stdout, stderr, capture manifest, telemetry, profiles, native evidence, and hashes.
- Analyze color plus any available depth, normal, object-ID, material-ID, motion, and overdraw attachments. Use semantic object regions to localize changes that a full-frame score would hide.
- Compare a sealed baseline and candidate from the same adapter scenario. Correlate raster deltas with telemetry events and profile measurements, then inspect the implicated code or resources.
- State hypotheses and discriminating next captures. Do not label an artistic defect as diagnosed merely because a metric changed.
Prefer bounded diagnostic shots over large galleries when narrowing a bug. Once the defect is localized, use the smallest deterministic regression capture the game can retain.
Evidence boundary
The harness proves process status, schema validation, decoded raster statistics, and sealed hashes. GPU completion and hardware timings remain adapter-reported unless joined to native evidence. Heatmaps and semantic deltas are machine measurements, not human visual review, artistic intent, or causal proof.
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.
- 3d ago First seen · 27 lines · 52 tokens per session scan A 26adddb0a57f
game-visual-debugging is a skill published in the GitHub repository theisegoria/game-development-studio (10 stars, last pushed 6d ago), licensed MIT. It adds 52 tokens to every session and 446 once invoked, about $0.0003 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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