AG Kit is a toolkit that gives Google Antigravity coding agents a structured workspace with rules, skills, specialist agents, workflows, persistent memory, orchestration, MCP guidance, and a safety hook. It is for building and operating agent workflows in Antigravity, and its catalogue entries provide parts of that workspace contract.
Borrowing it
Nothing to install: this file belongs to vudovn/ag-kit. Take a copy, put it at the same path in your own repository, and replace the rules that are about this project with yours.
curl -O https://raw.githubusercontent.com/vudovn/ag-kit/main/.agents/skills/game-development/pc-games/SKILL.mdgit clone --depth 1 https://github.com/vudovn/ag-kitWrote 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/vudovn/ag-kit/pc-games)<a href="https://agentmods.dev/skills/vudovn/ag-kit/pc-games"><img src="https://agentmods.dev/badge/skills/vudovn/ag-kit/pc-games/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/vudovn/ag-kit/pc-games"><img src="https://agentmods.dev/badge/skills/vudovn/ag-kit/pc-games.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 | $0.00019 | $0.00743 |
| Opus 5.5 | $0.00008 | $0.00297 |
| Sonnet 5.5 | $0.00004 | $0.00149 |
| Haiku 4.5 | $0.00002 | $0.00074 |
Grade A, and why
pc-games 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 1mo 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.
Copies of this mod
7 near-identical copies found in the catalogue:
How it starts
The opening of the file, as written. The whole thing — 145 lines — stays where its author put it; the contents beside it link to each section on GitHub.
PC/Console Game Development
Engine selection and platform-specific principles.
1. Engine Selection
Decision Tree
What are you building?
│
├── 2D Game
│ ├── Open source important? → Godot
│ └── Large team/assets? → Unity
│
├── 3D Game
│ ├── AAA visual quality? → Unreal
│ ├── Cross-platform priority? → Unity
│ └── Indie/open source? → Godot 4
│
└── Specific Needs
├── DOTS performance? → Unity
├── Nanite/Lumen? → Unreal
└── Lightweight? → Godot
Comparison
| Factor | Unity 6 | Godot 4 | Unreal 5 |
|---|---|---|---|
| 2D | Good | Excellent | Limited |
| 3D | Good | Good | Excellent |
| Learning | Medium | Easy | Hard |
| Cost | Revenue share | Free | 5% after $1M |
| Team | Any | Solo-Medium | Medium-Large |
2. Platform Features
Steam Integration
| Feature | Purpose |
|---|---|
| Achievements | Player goals |
| Cloud Saves | Cross-device progress |
| Leaderboards | Competition |
| Workshop | User mods |
| Rich Presence | Show in-game status |
Console Requirements
| Platform | Certification |
|---|---|
| PlayStation | TRC compliance |
| Xbox | XR compliance |
| Nintendo | Lotcheck |
3. Controller Support
Input Abstraction
Map ACTIONS, not buttons:
- "confirm" → A (Xbox), Cross (PS), B (Nintendo)
- "cancel" → B (Xbox), Circle (PS), A (Nintendo)
Haptic Feedback
| Intensity | Use |
|---|---|
| Light | UI feedback |
| Medium | Impacts |
| Heavy | Major events |
4. Performance Optimization
Profiling First
| Engine | Tool |
|---|---|
| Unity | Profiler Window |
| Godot | Debugger → Profiler |
| Unreal | Unreal Insights |
Common Bottlenecks
| Bottleneck | Solution |
|---|---|
| Draw calls | Batching, atlases |
| GC spikes | Object pooling |
| Physics | Simpler colliders |
| Shaders | LOD shaders |
5. Engine-Specific Principles
Unity 6
- DOTS for performance-critical systems
- Burst compiler for hot paths
- Addressables for asset streaming
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.
- 1mo ago First seen · 145 lines · 19 tokens per session scan A 739b244b0265
pc-games is a skill published in the GitHub repository vudovn/ag-kit (8,199 stars, last pushed 3d ago), licensed MIT. It adds 19 tokens to every session and 743 once invoked, about $0.0001 per session on Opus 5.5. 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 2026-08-30.
Other skills, from other repositories
playtest-report
Structured playtest report template, or turn existing playtest notes into structured feedback.
godot-signals-groups
Build event-driven, decoupled Godot 4.7 gameplay with signals and node groups: declare and emit custom signals, connect with Callables (incl. bind/one-shot), and broadcast to many nodes via groups and callgroup. Use when wiring node communication in a Godot project, replacing tight references with signals…
motion
Reconstruct a skeleton from calibrated mesh projections and sequential VLM joint annotations, then fit joints and skin weights. Generate motion from joint-position trajectories, rhythm and contact constraints through IK; refine bone orientation against the action, then export, retarget and validate on the target mesh.
unity-addressables
Manage Addressables groups, entries, profiles and content builds (com.unity.addressables, reflection-based).
unity-manual-component
Manually add, configure, reorder, and copy components on GameObjects using Unity Editor UI. For one-off Inspector workflows that do not need REST automation.
threejs-exposure-color-grading
Build a measured exposure and grading path in Three.js. Use for a 64x36 encoded luminance meter, asynchronous readback, weighted log-average exposure, asymmetric adaptation, single tone-map ownership, and a generated 32-cube post-tone-map LUT.