game-development

game-development is a skill for Claude Code, Codex from travisjneuman/.claude. It costs 34 tokens per session (3,729 once invoked), scanned A, original, MIT.

A game-development guide for building games with Unity, Unreal Engine, or Godot. It covers game code, mechanics, physics, artificial intelligence, and engine project structure.

In plain words
What is it for?
Use it to create player controls, scenes, materials, animations, enemies, and other game systems.
Why use it?
It helps organize the many technical parts of a game and explains how the main game engines differ.

Skill for Claude CodeCodex

Written for no agent in particular: nothing here depends on one.

Good fit Use it to create player controls, scenes, materials, animations, enemies, and other game systems.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/travisjneuman/.claude/game-development
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 travisjneuman/.claude --skill game-development
Clone the repo
git clone --depth 1 https://github.com/travisjneuman/.claude

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 game-development

README.md
[![agentmods](https://agentmods.dev/badge/skills/travisjneuman/.claude/game-development/github.svg)](https://agentmods.dev/skills/travisjneuman/.claude/game-development)
Your own site
<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.

agentmods 80×15 button for game-development

Your own site · 80×15
<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>
Per session 34 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 3,729 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. Third-party audits
  • NVIDIA SkillSpector pass 7 Sept 2026
How audits are shown
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 $0.00034 $0.03729
Opus 5 $0.00017 $0.01865
Sonnet 5 $0.00007 $0.00746
Haiku 4.5 $0.00003 $0.00373

Measured 8d ago against content hash 0a28a5633157, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-11, from the pricing page.

Security

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.

skills/game-development/SKILL.md · 685 lines

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;
}

Read the full file on GitHub · 685 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. 8d ago First seen · 685 lines · 34 tokens per session scan A 0a28a5633157

Subscribe to this mod's changes

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.