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Awesome Gamedev Agent Skills

Awesome Gamedev Agent Skills

67 game-development skills across ten engines — Godot, Unity, Unreal, Bevy, Phaser, PixiJS, three.js, LÖVE, pygame, Roblox — behind a router that detects your engine and loads only what fits.

GitHub Docs

Install

Install with the skills CLI

One command for Claude Code, Codex, Cursor, GitHub Copilot, Gemini CLI, Windsurf and dozens of other agents. Needs Node.js; the skill is fetched straight from gamedev-skills/awesome-gamedev-agent-skills.

$ npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill router

Run it in a terminal. The CLI finds the agents installed on your machine, asks which ones to add the skill to, and whether to install it into the folder you ran it from or for all your projects.

Other ways to install

  1. Open the skill on GitHub and download the folder that holds its SKILL.md.
  2. Put it at ~/.claude/skills/router/, where Claude Code picks it up in every project.

No scripts or references next to it? Saving the SKILL.md alone as ~/.claude/skills/router/SKILL.md works too.

Using another agent? Its personal skills folder
Codex
~/.agents/skills/
Cursor
~/.cursor/skills/
GitHub Copilot
~/.copilot/skills/
Gemini CLI
~/.gemini/skills/
Windsurf
~/.codeium/windsurf/skills/
OpenCode
~/.config/opencode/skills/

About

  • 67 skills plus a router across ten engines
  • Router fingerprints the project and picks exactly one engine, then composes discipline and genre skills
  • 15 Godot 4.7 skills — GDScript, scene tree, nodes, signals, autoloads, PackedScene
  • Art-direction and asset-production workflow alongside the code skills
  • Genre playbooks: platformer, roguelike, RPG, FPS, tower defence, card game, visual novel, puzzle
  • Shipping skills for game jams, Steam and itch.io
  • Portable SKILL.md — runs in Claude Code, Cursor, Codex, Copilot, Gemini CLI, Kiro and more

A general coding agent knows a little about every game engine and the specifics of none. This collection gives it 67 game-development skills and, more importantly, a router that decides which ones to load.

You never name a skill. On each request the router fingerprints the project to identify the engine, reads the task, and pulls in the matching skills before acting. Engine selection is exclusive — exactly one engine wins — while discipline, genre and workflow skills compose on top of it.

Coverage

Ten engines are supported: Godot 4.7 (15 skills, the deepest set — GDScript typing and lifecycle, @export, signals, the scene tree, node composition, instancing, autoloads, PackedScene), Unity, Unreal, Bevy, Phaser, PixiJS, three.js, LÖVE, pygame and Roblox.

The 67 skills fall into eight categories spanning the work a game actually needs: players, levels and enemies; shaders, art direction, sprites, tiles, textures and 3D assets; UI/UX, cameras and game feel; physics, input and audio; saving, multiplayer, dialogue and enemy AI; procedural generation and performance. Genre playbooks cover platformers, roguelikes, RPGs, FPS, tower defence, card games, visual novels, survival-crafting and puzzles, and shipping skills cover game jams, Steam and itch.io.

Portability

These are plain SKILL.md Agent Skills in the format Anthropic launched as Claude Skills, so the same files load in Claude Code, Cursor, Codex, Kiro, GitHub Copilot, Gemini CLI, Cline, Windsurf and Antigravity. Install everything with npx skills add gamedev-skills/awesome-gamedev-agent-skills, or take a smaller bundle — the router plus your one engine — if you only build in Godot. A browsable index generated straight from the SKILL.md files lives on the project's GitHub Pages site.

Apache 2.0 licensed. Best for solo developers and small studios who want their agent to stop writing plausible-looking Unity advice into a Godot project.

Try it

Once installed, ask your agent something like:

Add a double jump with coyote time to my player controller, and make the landing feel weighty.

SKILL.md

The instructions your agent loads, as published by gamedev-skills.

SKILL.md
name
router
description
Routes any game-development request to the right specialized skill(s): it detects the engine (Godot, Unity, Unreal, Bevy, Phaser, PixiJS, three.js, LÖVE, pygame, Roblox) and the task, then reads the chosen skill before acting. Use to make a game or to decide which skill applies — for players, levels, enemies, shaders, art direction, sprites, tiles, textures, 3D assets, UI/UX, cameras, game feel, physics, input, audio, saving, multiplayer, AI, dialogue, procedural generation, or performance, for genres (platformer, roguelike, RPG, FPS, tower-defense, card game, visual novel, survival-crafting, puzzle), and for shipping (game jam, Steam, itch). Start here when unsure which gamedev skill to use.

Master Router — Game-Development Skill Dispatcher

The entry point for game-development work. It fingerprints the project to pick one engine,
classifies the task from the request, names the minimal set of specialized skills, and tells
you to read them before acting. It dispatches and composes — it does not re-teach engine APIs.

When to use
  • Use at the start of any game-development request — building or debugging a game, level,

player, enemy, shader, UI, save system, multiplayer, input, audio, AI, dialogue, procedural
content, or visual asset set — to decide which skill(s) to load.

  • Use when the user names an engine or genre, says "make a game", or asks "which skill should I

use?".

*When not to use:* once the right skill is loaded and the task is squarely inside it, work
from that skill — don't re-run the router every turn. Re-route only when the task pivots to a
new engine or concern (router step 6).

Routing algorithm
  1. Detect engine and version — project fingerprint → at most one engine skill set (or

"unknown"), then read the project's version source. §1.

  1. Classify task — phrasing → discipline(s) + at most one genre + workflow(s). §2.
  2. Resolve — the minimal set: engine skill(s) + discipline(s) + genre + workflow(s). §3.
  3. Read (disclosure) — open only the chosen SKILL.md bodies; references/ only on demand. §4.
  4. Compose — order: engine fundamentals → discipline concept → genre glue → workflow. §5.
  5. Fallback — engine unknown or no skill fits → ask or default to Godot; state any gap. §6.

---

1. Engine detection (project fingerprint)

Scan for the highest-confidence signal; choose exactly one engine. Stop at the first match.

#EnginePrimary signalSkill set root
1Godotproject.godotskills/godot/
2Unreal*.uprojectskills/unreal/
3UnityAssets/ and ProjectSettings/ProjectVersion.txtskills/unity/
4BevyCargo.toml with a bevy dependencyskills/other-engines/bevy-ecs/
5Phaserpackage.json dep phaserskills/web-engines/phaser-*
6PixiJSpackage.json dep pixi.jsskills/web-engines/pixijs-rendering/
7three.jspackage.json dep threeskills/web-engines/threejs-*
8LÖVEconf.lua / main.lua calling love.*skills/other-engines/love2d-core/
9pygame*.py with import pygameskills/other-engines/pygame-core/
10Roblox*.rbxl(x) / *.project.json (Rojo)skills/other-engines/roblox-*

For secondary signals, the Godot-C#/Unity/Bevy and multi-web disambiguation rules, monorepos,
and plain-text engine mentions, read references/engine-detection.md.

After identifying the engine, read its version from project metadata or dependency locks before
choosing APIs. Existing projects keep their pinned version unless migration is requested; the
catalog baseline is only for new projects. The exact version sources are in the detection reference
and ../docs/VERSION-SUPPORT.md.

2. Task classification (phrasing → category)

After the engine, read the request for task signals (three additive categories):

  • disciplines (cross-engine concepts): create-game-assets, game-ai, procedural-gen, dialogue-systems,

save-systems, audio-design, shader-programming, physics-tuning, level-design,
input-systems, game-feel, camera-systems, game-ui-ux, performance-optimization.
Triggered by concept words ("sprite sheet", "art direction", "texture", "pathfinding",
"save slots", "fragment shader", "screen shake", "camera follow", "HUD/menu",
"optimize/low FPS").

  • genres (whole-game templates): platformer, roguelike, rpg, fps-shooter,

tower-defense, card-game, visual-novel, survival-crafting, puzzle. Triggered by genre
words ("make a roguelike", "deckbuilder").

  • workflows (process/shipping): game-jam, prototype-fast, steam-publish,

itch-publish. Triggered by process words ("publish on Steam", "vertical slice").

File signals sharpen this: *.yarn/*.ink → dialogue-systems/visual-novel; steam_appid.txt
→ steam-publish; *.inputactions → unity-input-system.

3. Routing table (task → category → skill)
3a. Engine skills — read the one matching the detected engine + sub-task
  • Godot (skills/godot/): language godot-gdscript / godot-csharp; structure

godot-nodes-scenes, godot-signals-groups; 2D godot-2d-movement, godot-tilemap; 3D
godot-3d-essentials; physics godot-physics; UI godot-ui-control; animation
godot-animation; shaders godot-shaders; data godot-resources; audio godot-audio;
netcode godot-multiplayer; ship godot-export.

  • Unity (skills/unity/): scripting unity-csharp-scripting; input unity-input-system;

physics unity-physics; animation unity-animation; data unity-scriptableobjects; 2D
unity-tilemap-2d; AI nav unity-navmesh; ship unity-build-pipeline.

  • Unreal (skills/unreal/): visual scripting unreal-blueprints; C++ gameplay

unreal-cpp-gameplay; input unreal-enhanced-input; AI unreal-behavior-trees; VFX
unreal-niagara; ship unreal-packaging.

  • Web (skills/web-engines/): phaser-core, phaser-arcade-physics; pixijs-rendering;

threejs-scene-setup, threejs-gltf-loading, threejs-materials-lighting.

  • Other (skills/other-engines/): bevy-ecs, pygame-core, love2d-core, roblox-luau,

roblox-datastores.

3b. Disciplines — load with the engine skill (concept ↔ engine API)
Concept (says:)Discipline skillPairs with (engine API)
art direction, game assets, sprites, tilesets, textures, icons, 3D propscreate-game-assetsengine importer/rendering skill; imagegen when available
enemy AI, behavior tree, pathfinding, steeringgame-aiunity-navmesh / unreal-behavior-trees / Godot nav
procedural, noise, seed, dungeon generatorprocedural-genengine tilemap/grid skill
dialogue, Yarn, Ink, conversation treedialogue-systemsengine UI skill
save/load, slots, persistencesave-systemsroblox-datastores / engine IO
adaptive music, mixer, ducking, SFXaudio-designgodot-audio / Unity AudioMixer
shader, fragment, dissolve/outlineshader-programminggodot-shaders / engine material
jitter, tunneling, fixed timestepphysics-tuninggodot-physics / unity-physics
whitebox, blockout, tile layout, pacinglevel-designgodot-tilemap / unity-tilemap-2d
rebind, gamepad, input bufferinginput-systemsunity-input-system / unreal-enhanced-input / Godot InputMap
screen shake, hit-stop, juice, squash & stretch, "make it punchy"game-feelengine animation/tween + camera-systems (shake)
camera follow, deadzone, look-ahead, orbit, first-personcamera-systemsgodot-2d-movement / godot-3d-essentials / Cinemachine
HUD, menu, UI layout, scaling, safe area, focus navgame-ui-uxgodot-ui-control / Unity UI (UGUI/UI Toolkit)
low FPS, optimize, draw calls, GC spike, pooling, profilerperformance-optimizationengine profiler + physics-tuning
3c. Genres — compose engine + disciplines (bind * to the detected engine)
Genre (says:)composes
platformer, jump, double jumpgodot-2d-movement (or engine physics) + godot-tilemap/unity-tilemap-2d + level-design + camera-systems + game-feel
roguelike, procedural dungeon, permadeathprocedural-gen + godot-tilemap/unity-tilemap-2d + game-ai + save-systems + game-feel
RPG, stats, inventory, questsgodot-resources/unity-scriptableobjects + dialogue-systems + save-systems + game-ui-ux
FPS, first-person, hitscangodot-3d-essentials/unreal-cpp-gameplay + input-systems + game-ai + camera-systems + game-feel
tower defense, waves, lanesgame-ai + engine movement + level-design + game-ui-ux
card game, deckbuilder, TCGgodot-resources/unity-scriptableobjects + game-ui-ux (+ engine UI)
visual novel, branching storydialogue-systems + save-systems + game-ui-ux
survival, crafting, gatheringsave-systems + godot-resources/unity-scriptableobjects + procedural-gen + game-ui-ux
puzzle, match-3, grid logicgodot-tilemap/unity-tilemap-2d + level-design + game-feel
3d. Workflows — engine-independent process & shipping

game-jam (jam, 48-hour, Ludum Dare/GMTK) · prototype-fast (vertical slice, MVP, greybox) ·
steam-publish (Steam, Steamworks, depot; steam_appid.txt) · itch-publish (itch.io, butler;
.itch.toml).

For the exhaustive per-skill trigger list and every engine binding, read
references/routing-table.md.

4. Read protocol (progressive disclosure)
  1. Preloaded: only each skill's name + description are in context. Decide from those plus

the fingerprint — do not pre-read bodies.

  1. On selection: read the body of each chosen skills/<category>/<name>/SKILL.md — and

only those. Never bulk-load a whole category.

  1. On demand: read a skill's bundled references/ files only when the subtask needs that

depth (the skill body says when).

  1. Re-route on pivot: if the task changes (movement → saving), select and read the newly

relevant skill instead of keeping everything loaded.

Announce what you load and why, e.g.: *"Detected Godot (project.godot). Loading
godot-2d-movement for the controller and platformer for jump feel; will open the platformer
skill's feel-tuning.md reference if you want coyote-time/buffering."*

5. Composition rules
  • One engine set, additive concepts. Exactly one engine skill set; add the disciplines the

task needs and usually at most one genre. Workflows attach independently.

  • Order: engine fundamentals → discipline concept → genre orchestration → workflow. For asset

production, approve the visual target before generating a family, then finish with the engine
import settings and an in-context capture.

  • Ownership on overlap: the engine skill owns API/syntax; the discipline skill owns

the portable concept/algorithm and defers to the engine skill for code; the genre skill owns
structure/glue and links out instead of re-teaching a primitive.

  • Hand-offs: when a genre's composes names a slot like *-2d-movement, bind it to the

detected engine. If that engine lacks the exact skill, see §6 and references/routing-table.md
("Binding gaps").

6. Unknown-engine & no-skill fallback

Engine unknown (no fingerprint, no engine named):

  1. Check the request for a plain-text engine name ("in Unity", "using Phaser"). If found, adopt it.
  2. If the task is a pure concept/genre/workflow question, route straight to the engine-agnostic

discipline/genre/workflow skill — no engine needed ("what's a good save format?" → save-systems).

  1. Only if engine choice actually blocks the answer, ask one targeted question ("Which engine —

Godot, Unity, Unreal, or a web/other engine?"). If the user has no preference and one is needed,
default to Godot (the most fully covered engine here) and say so.

  1. Never invent an engine or load an engine skill on a guess.

Engine known but no skill covers the subtask: load the closest engine skill plus the relevant
discipline and state the gap plainly (e.g. "no dedicated Unity 2D-movement skill; using
unity-csharp-scripting + unity-physics"). Never fabricate a skill name.

Conflicting/multiple genres: pick the dominant genre from the phrasing; mention the secondary
and offer to load it if the user confirms.

Worked examples
RequestDetected engineSkills loaded (in order)
"add a double jump to my Godot player"Godot (project.godot)godot-2d-movement → platformer
"make an inventory for my Unity RPG"Unity (Assets/+ProjectSettings/)unity-scriptableobjects → rpg → save-systems
"procedural dungeon roguelike in Godot"Godotgodot-tilemap → procedural-gen → roguelike
"branching dialogue from a .yarn file"(none required)dialogue-systems (+ engine UI skill if an engine is detected)
"how do I design save slots with migration?"(none)save-systems only
"publish my game on itch with butler"(any/none)itch-publish only
"I want to make a game but don't know what to use"unknown → ask, default Godotrouter asks once; then e.g. godot-nodes-scenes
"make hits feel punchy in my Godot game"Godot (project.godot)game-feel (+ camera-systems for shake)
"the camera should follow my player smoothly"(detected engine)camera-systems (+ engine movement skill)
"my Unity game drops to 30 FPS, optimize it"Unity (Assets/+ProjectSettings/)performance-optimization (profile first) → engine skill
"make a cohesive pixel-art player and enemy set"(detected engine)create-game-assets → relevant engine import/rendering skill
References
  • Full engine fingerprints, secondary signals, and disambiguation: references/engine-detection.md.
  • Exhaustive per-skill trigger words, engine bindings, and binding gaps: references/routing-table.md.
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