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 travisjneuman/.claude --skill game-developmentgit clone --depth 1 https://github.com/travisjneuman/.claudeWrote 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/travisjneuman/.claude/game-development)<a href="https://agentmods.dev/skills/travisjneuman/.claude/game-development"><img src="https://agentmods.dev/badge/skills/travisjneuman/.claude/game-development/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/travisjneuman/.claude/game-development"><img src="https://agentmods.dev/badge/skills/travisjneuman/.claude/game-development.svg" alt="Reviewed on agentmods" width="80" height="20"></a>- NVIDIA SkillSpector pass
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 | $0.00034 | $0.03729 |
| Opus 5 | $0.00017 | $0.01865 |
| Sonnet 5 | $0.00007 | $0.00746 |
| Haiku 4.5 | $0.00003 | $0.00373 |
Grade A, and why
game-development 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 8d 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 — 685 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Game Development
Comprehensive guide for building games across major engines and platforms.
Engine Comparison
| Engine | Language | Best For | Platforms |
|---|---|---|---|
| Unity | C# | Mobile, indie, VR/AR | All |
| Unreal | C++, Blueprints | AAA, realistic graphics | All |
| Godot | GDScript, C# | 2D, indie, open source | All |
Unity (C#)
Project Structure
Assets/
├── Scripts/
│ ├── Player/
│ │ ├── PlayerController.cs
│ │ └── PlayerInput.cs
│ ├── Enemies/
│ ├── Systems/
│ └── Utils/
├── Prefabs/
├── Scenes/
├── Materials/
├── Animations/
└── Resources/
Player Controller
using UnityEngine;
using UnityEngine.InputSystem;
[RequireComponent(typeof(CharacterController))]
public class PlayerController : MonoBehaviour
{
[Header("Movement")]
[SerializeField] private float moveSpeed = 5f;
[SerializeField] private float sprintMultiplier = 1.5f;
[SerializeField] private float jumpHeight = 2f;
[SerializeField] private float gravity = -9.81f;
[Header("Look")]
[SerializeField] private float lookSensitivity = 2f;
[SerializeField] private float maxLookAngle = 80f;
private CharacterController _controller;
private Vector2 _moveInput;
private Vector2 _lookInput;
private Vector3 _velocity;
private float _xRotation;
private bool _isSprinting;
private void Awake()
{
_controller = GetComponent<CharacterController>();
Cursor.lockState = CursorLockMode.Locked;
}
private void Update()
{
HandleMovement();
HandleLook();
ApplyGravity();
}
private void HandleMovement()
{
float speed = _isSprinting ? moveSpeed * sprintMultiplier : moveSpeed;
Vector3 move = transform.right * _moveInput.x + transform.forward * _moveInput.y;
_controller.Move(move * speed * Time.deltaTime);
}
private void HandleLook()
{
float mouseX = _lookInput.x * lookSensitivity * Time.deltaTime;
float mouseY = _lookInput.y * lookSensitivity * Time.deltaTime;
_xRotation -= mouseY;
_xRotation = Mathf.Clamp(_xRotation, -maxLookAngle, maxLookAngle);
Camera.main.transform.localRotation = Quaternion.Euler(_xRotation, 0f, 0f);
transform.Rotate(Vector3.up * mouseX);
}
private void ApplyGravity()
{
if (_controller.isGrounded && _velocity.y < 0)
{
_velocity.y = -2f;
}
_velocity.y += gravity * Time.deltaTime;
_controller.Move(_velocity * Time.deltaTime);
}
// Input System callbacks
public void OnMove(InputAction.CallbackContext context) =>
_moveInput = context.ReadValue<Vector2>();
public void OnLook(InputAction.CallbackContext context) =>
_lookInput = context.ReadValue<Vector2>();
public void OnJump(InputAction.CallbackContext context)
{
if (context.performed && _controller.isGrounded)
{
_velocity.y = Mathf.Sqrt(jumpHeight * -2f * gravity);
}
}
public void OnSprint(InputAction.CallbackContext context) =>
_isSprinting = context.performed;
}
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.
- 8d ago First seen · 685 lines · 34 tokens per session scan A 0a28a5633157
game-development is a skill published in the GitHub repository travisjneuman/.claude (97 stars, last pushed 7d ago), licensed MIT. It adds 34 tokens to every session and 3,729 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 2026-09-03.
Other skills, from other repositories
unity-ai-behavior
Use when implementing AI and NPC behavior — state machines, behavior trees, GOAP, NavMesh navigation, decision-making patterns, and when to use each approach.
unity-input
Use when implementing input handling — new Input System setup, action maps, multi-device support, input rebinding, local multiplayer input, and input abstraction patterns.
unity-performance
Use when analyzing or optimizing Unity performance — CPU/GPU/RAM profiling, object pooling, batching strategies, physics optimization, memory management, and platform-specific budgets.
unity-testing
Use when writing or structuring tests — EditMode vs PlayMode test decisions, test architecture, what to test in Unity, mocking strategies, and CI integration for Unity tests.
unity-vfx
Use when implementing visual effects — VFX Graph vs legacy Particle System decisions, performance budgets for particles, LOD strategies for effects, and common VFX patterns.
animation-workflow
Use when setting up animations — Animator Controllers, Animation Clips, state machines, blend trees, animation events, and Avatar configuration.