content-boundary

content-boundary is a skill for Claude Code from vchelaru/FlatRedBall2. It costs 65 tokens per session (2,334 once invoked), scanned A, original, MIT.

A set of rules for dividing game-development work between an AI agent and a human. The agent can create code, structure, placeholders, and integration, while the human supplies art, level placement, visual composition, and gameplay feel.

In plain words
What is it for?
Use it when adding levels, screens, sprites, platformer entities, runtime assets, or engine settings in FlatRedBall2. It helps decide which parts to automate and which parts need human design.
Why use it?
It prevents an agent from being treated as responsible for creative judgments it cannot reliably see or feel, such as level flow and movement tuning.

Skill for Claude Code

Written for Claude Code: installed under .claude/.

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.

agentmods
npx agentmods add skills/vchelaru/flatredball2/content-boundary
Any agent
npx skills add vchelaru/FlatRedBall2 --skill content-boundary
Clone the repo
git clone --depth 1 https://github.com/vchelaru/FlatRedBall2

Made for: Claude Code.

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 content-boundary

README.md
[![agentmods](https://agentmods.dev/badge/skills/vchelaru/flatredball2/content-boundary.svg)](https://agentmods.dev/skills/vchelaru/flatredball2/content-boundary)
Your own site
<a href="https://agentmods.dev/skills/vchelaru/flatredball2/content-boundary"><img src="https://agentmods.dev/badge/skills/vchelaru/flatredball2/content-boundary.svg" alt="Measured on agentmods" height="20"></a>
Per session 65 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 2,334 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. Scan, not verified.
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 $0.00065 $0.02334
Opus 5 $0.00032 $0.01167
Sonnet 5 $0.00013 $0.00467
Haiku 4.5 $0.00006 $0.00233

Measured yesterday against content hash 97745864e94e, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-06, from the pricing page.

Security

Grade A, and why

content-boundary 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 yesterday.

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.

.claude/skills/content-boundary/SKILL.md · 129 lines

How it starts

The opening of the file, as written. The whole thing — 129 lines — stays where its author put it; the contents beside it link to each section on GitHub.

The AI / Human Content Boundary

FlatRedBall2 assumes a soft split of labor between AI and human. The split exists because AI has hard limits on a few things, and hiding those limits behind "AI does everything" produces worse games than embracing the split.

What AI Produces

  • Code and structure — entities, screens, factories, collision wiring, state machines, input handling.
  • Placeholders and scaffolding — valid-but-minimal TMX files, flat Gum screens, default coefficients, shape-based "programmer art" in place of sprites.
  • Logic and integration — loading assets by known path, wiring coefficients from JSON, responding to collision events.

What the Human Produces

  • Raster art — PNG sprites, backgrounds, UI art. AI cannot create these.
  • Level design and placement — where platforms go, where enemies spawn, pacing, difficulty curve. AI cannot see a rendered level or play it to judge flow.
  • UI composition — where controls sit on screen, visual hierarchy, typography. AI cannot see the rendered result.
  • Feel tuning — jump height, run speed, friction, drag, attack timing. AI cannot feel gameplay.

AI and human can both edit code when needed, but the asymmetry is real: AI writing code is fast and reliable; AI composing art or tuning feel is slow and unreliable. Design around that.

Engine Design Implication — Externalize What the Human Tunes

When designing or reviewing an engine API, ask: will a human want to tune this without recompiling?

  • Yes → the API must accept externalized data (JSON, TMX, .gumx, .achx). Example: PlatformerValues are consumed from JSON at runtime so designers can iterate in a text editor.
  • No → code-only is fine.

This is the lens behind decisions like JSON-driven platformer coefficients, TMX-driven level geometry, and .gumx-driven UI layouts. Avoid hardcoding anything a designer would reasonably want to tune by hand.

Operational Rule — Always Scaffold the Placeholder

When a game task adds a new piece of content, AI must create a placeholder file rather than hardcoding the content in C#. After scaffolding, tell the user which file to open in which tool.

Read the full file on GitHub · 129 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. yesterday First seen · 129 lines · 65 tokens per session scan A 97745864e94e

Subscribe to this mod's changes

content-boundary is a skill published in the GitHub repository vchelaru/FlatRedBall2 (14 stars, last pushed today), licensed MIT. It adds 65 tokens to every session and 2,334 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 2026-09-04.

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