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 vucinatim/air-jam --skill game-architecturegit clone --depth 1 https://github.com/vucinatim/air-jamWrote 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/vucinatim/air-jam/game-architecture)<a href="https://agentmods.dev/skills/vucinatim/air-jam/game-architecture"><img src="https://agentmods.dev/badge/skills/vucinatim/air-jam/game-architecture/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/vucinatim/air-jam/game-architecture"><img src="https://agentmods.dev/badge/skills/vucinatim/air-jam/game-architecture.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 | $0.00040 | $0.00436 |
| Opus 5 | $0.00020 | $0.00218 |
| Sonnet 5 | $0.00008 | $0.00087 |
| Haiku 4.5 | $0.00004 | $0.00044 |
Grade A, and why
game-architecture 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 12d 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 Architecture
Use this skill when adding new systems or moving code between boundaries.
Read First
docs/airjam/generated/project-structure.mddocs/airjam/generated/architecture.md
Boundary Model
Prefer this split:
src/airjam.config.tsfor catalog metadata plus runtime config such ascontrollerPathand input schemasrc/app.tsxfor mounting explicit host/controller runtime boundariessrc/host/for host-only compositionsrc/controller/for controller-only compositionsrc/game/domain/for pure rulessrc/game/engine/for orchestrationsrc/game/systems/for focused gameplay systemssrc/game/adapters/for framework integrationsrc/game/ui/for reusable game-facing UIsrc/game/debug/for debug helpers
Keep runtime ownership explicit:
- mount
airjam.Host/airjam.Controlleronce at the boundary - use consumer hooks like
useAirJamHost()anduseAirJamController()only below that boundary - keep gameplay code out of runtime setup and transport bootstrap
Decision Rule
Ask:
- is this pure gameplay logic
- is this runtime orchestration
- is this rendering integration
- is this host-only or controller-only
Put the code where the answer is clearest.
Refactor-First Rule
If new work would harden a mixed boundary, split the structure first or split the task into:
- boundary cleanup
- feature implementation
Anti-Patterns
- one large file that mixes host, controller, domain, and rendering concerns
- React components as the only home for gameplay logic
- adapter code becoming the real game model
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.
- 12d ago First seen · 59 lines · 40 tokens per session scan A 8f88e9692967
game-architecture is a skill published in the GitHub repository vucinatim/air-jam (6 stars, last pushed 3d ago), licensed MIT. It adds 40 tokens to every session and 436 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 2026-08-31.
Other skills, from other repositories
design-lenses
Critique a game's design through Schell's lenses, MDA and systems thinking, ranking findings by severity with fixes. Design-level review, not bugs or feel tuning.
teach-me
Teach the user to build browser games themselves across sessions, by building real games together. Not for building a game for them.
gaming-expert
Build comprehensive game systems including gameplay mechanics, multiplayer infrastructure, analytics tracking, and monetization features. Use when the user mentions game development, Unity or Unreal, gameplay mechanics, multiplayer netcode, game analytics, or in-game monetization.
pc-games
PC and console game development principles. Engine selection, platform features, optimization strategies.
game-development
Game development orchestrator. Routes to platform-specific skills based on project needs.
game-design
Game design principles. GDD structure, balancing, player psychology, progression.