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// Claude Skills

awesome-gamedev-agent-skills

Game-development Agent Skills for AI coding agents: install once and a master router loads the right skill for your engine and task. 66 original, version-pin…

// Claude Skills[ cli ][ api ][ web ][ mobile ][ claude ]#claude#agent-skills#ai-agents#antigravity#awesome-list#claude-code#cline#codex#skillsApache-2.0$open-sourceupdated 11 days ago
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last commit 12 days ago
last release 13 days ago
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// install
git clone https://github.com/gamedev-skills/awesome-gamedev-agent-skills

awesome-gamedev-agent-skills

awesome-gamedev-agent-skills — game-dev skills for your AI coding agent. Build any game, in any engine. 66 skills and a router across 10 engines, installed with one command. Sample game screenshots: a cozy farming sim, a metroidvania, a low-poly 3D island, an atmospheric platformer, and a top-down dungeon crawler.

Game-development expertise for AI coding agents — install once, and a router loads the right skill for whatever you're building.

Agent Skills are small capability files an AI agent loads only when it needs them. This repo gives your agent 66 game-dev skills and a router that picks the right ones for you. You describe what you're building; the agent loads the matching engine and task skills before it writes code.

  • Cross-engine. Godot, Unity, Unreal, Phaser, PixiJS, three.js, Bevy, pygame, LÖVE, Roblox.
  • You don't pick skills. The router detects your engine and task and loads only what fits.
  • Built to trust. Every skill is written from primary docs, version-pinned to a stated engine release, and checked by a validator.

Contents

Quick start

One command, any agent. The skills CLI detects the coding agent you already use and installs the router plus all 66 skills into the right place:

npx skills add gamedev-skills/awesome-gamedev-agent-skills

Add --list to preview first, -g to install for every project, or -a <agent> to target a specific tool (-a cursor, -a claude-code, -a gemini-cli, …). The same SKILL.md files load natively in Claude Code, Cursor, Windsurf, Cline, Codex, Gemini CLI, GitHub Copilot, Kiro, and dozens more — there's nothing to convert.

Claude Code plugin (alternative). This repo is also a Claude Code plugin marketplace, so you can install it with Claude's own commands:

claude plugin marketplace add gamedev-skills/awesome-gamedev-agent-skills
claude plugin install gamedev@awesome-gamedev-agent-skills

Building in only one engine? Install a smaller bundle — router plus your engine:

claude plugin install router@awesome-gamedev-agent-skills
claude plugin install godot@awesome-gamedev-agent-skills    # or: unity · unreal · web-engines · other-engines

Prefer to copy the files by hand, or want the exact per-tool paths? See docs/INSTALLATION.md.

Then just talk to your agent — see below.

What you can ask

Describe the task in plain language. The router figures out the skills:

You saySkills it loads for you
"add a double jump to my Godot player"godot-2d-movement + platformer
"make an inventory for my Unity RPG"unity-scriptableobjects + rpg + save-systems
"procedural dungeon roguelike in Godot"godot-tilemap + procedural-gen + roguelike
"how should I design save slots?"save-systems
"publish my game on itch with butler"itch-publish

You never type the skill names on the right. That's the router's job.

How the router picks skills

You never name a skill. On each request the router does three things:

  1. Detects your engine from project files — a project.godot means Godot, a *.uproject means Unreal, and so on. If it can't tell, it just asks.
  2. Reads your request for the task — a concept (AI, shaders, saving), a genre (platformer, roguelike), or a shipping step (game jam, Steam).
  3. Loads only the matching skills, in order: engine basics first, then the concept, then any genre glue. It re-routes if you switch to something new.

That's why "add a double jump to my Godot player" loads godot-2d-movement + platformer and nothing else.

The exact detection signals and routing table

The full algorithm — every engine fingerprint, the task-to-skill table, and how engine, discipline, genre, and workflow skills compose — lives in the router skill itself: router/SKILL.md. In short: engine selection is exclusive (exactly one engine), while disciplines, genres, and workflows are additive on top.

Catalog

66 skills across 8 categories — each links to its SKILL.md below.

Engines

Godot — 15 (skills/godot/) · Godot 4.x

SkillScope
godot-gdscriptGDScript language: typing, lifecycle, @export, signals, idioms
godot-nodes-scenesScene tree, node composition, instancing, autoloads, PackedScene
godot-signals-groupsEvent-driven design with signals + groups
godot-2d-movementCharacterBody2D kinematic movement, move_and_slide, slopes
godot-tilemapTileMapLayer/TileSet: autotiling, terrain, collision/nav layers
godot-physicsRigid/Area/Static bodies (2D+3D), collision layers, raycasts
godot-ui-controlControl nodes: anchors, containers, themes, focus nav
godot-animationAnimationPlayer, AnimationTree, Tween
godot-shadersGodot shading language: 2D canvas_item + 3D spatial shaders
godot-3d-essentials3D nodes, cameras, lighting, environment/post, GridMap
godot-resourcesCustom Resource classes, .tres, data-driven design
godot-audioAudioStreamPlayer, buses, effects, sync-to-beat
godot-multiplayerHigh-level multiplayer: MultiplayerAPI, RPCs, spawner/sync
godot-exportExport presets/templates, platform builds, headless CLI export
godot-csharpC#/.NET in Godot: bindings, signals as events, GDScript interop

Unity — 8 (skills/unity/) · Unity 6 (6000.0 LTS)

SkillScope
unity-csharp-scriptingMonoBehaviour lifecycle, component model, coroutines, serialization
unity-input-systemNew Input System: actions, bindings, action maps, devices
unity-physicsRigidbody, colliders, layers, joints
unity-animationAnimator Controllers, state machines, blend trees, humanoid IK
unity-scriptableobjectsData architecture with ScriptableObject
unity-tilemap-2d2D Tilemap/Tile Palette, rule tiles, tilemap colliders
unity-navmeshAI navigation: NavMesh bake, NavMeshAgent
unity-build-pipelineBuild/player/quality settings, code stripping, Addressables

Unreal — 6 (skills/unreal/) · Unreal Engine 5.4+

SkillScope
unreal-blueprintsBlueprint visual scripting: classes, graphs, comms, common nodes
unreal-cpp-gameplayC++ gameplay + Gameplay Framework (GameMode, Pawn, Controller)
unreal-enhanced-inputEnhanced Input: Input Actions, Mapping Contexts, Modifiers, Triggers
unreal-behavior-treesAI Behavior Trees + Blackboard, tasks/decorators/services
unreal-niagaraNiagara VFX: systems, emitters, modules, parameters
unreal-packagingPackaging/cooking projects, build configs, shipping builds

Web engines — 6 (skills/web-engines/) · Phaser 3 · PixiJS v8 · three.js r165+

SkillScope
phaser-corePhaser 3 game config, Scene lifecycle, loader, cameras
phaser-arcade-physicsArcade Physics: bodies, velocity, colliders/overlap, groups
pixijs-renderingPixiJS v8 scene graph: Application, Container, Sprite, events
threejs-scene-setupThree.js scene/camera/renderer/animation-loop, resizing, controls
threejs-gltf-loadingLoading glTF/GLB + skinned animation (GLTFLoader/AnimationMixer)
threejs-materials-lightingMaterials (PBR), lights, shadows, environment maps

Other engines — 5 (skills/other-engines/) · Bevy · pygame · LÖVE · Roblox

SkillScope
bevy-ecsBevy app + ECS: components, systems, queries, resources, plugins (Bevy 0.16+)
pygame-corepygame loop, Surface/Rect, sprites/groups, events (pygame 2.6)
love2d-coreLÖVE load/update/draw loop, dt-driven motion, input, states (LÖVE 11.5)
roblox-luauRoblox Luau scripting: services, instances, client/server model
roblox-datastoresPersistent data with DataStoreService: sessions, limits, ordered stores

Disciplines — 13 (skills/disciplines/)

Cross-engine concepts that load alongside the detected engine skill.

SkillScope
game-aiNPC decision-making: FSMs, behavior trees, steering, pathfinding
procedural-genNoise, RNG, seeds, grid/dungeon/terrain generation
dialogue-systemsBranching dialogue/narrative: nodes, conditions, variables (Yarn/Ink)
save-systemsSerialize/restore game state: formats, slots, versioning, autosave
audio-designBuses/mixing, adaptive music, SFX, ducking
shader-programmingCross-engine shader concepts: vertex/fragment, UVs, common effects
physics-tuningTuning feel: fixed timestep, mass/drag, CCD, stability, layers
level-designWhitebox/blockout structure, tile/grid layout, pacing
input-systemsInput architecture: action mapping, rebinding, multi-device, buffering
game-feelJuice: screen shake, hit-stop, tweening/easing, squash & stretch, feedback tiers
game-ui-uxCross-engine HUD/menus: anchors, resolution scaling, safe areas, focus navigation
camera-systems2D follow/deadzone/look-ahead + bounds, 3D orbit/first-person, screen-shake hook
performance-optimizationProfile-first: frame budget, CPU/GPU triage, draw calls, pooling, GC, asset budgets

Genres — 9 (skills/genres/)

Compositional templates that orchestrate engine + discipline skills; they never re-teach primitives.

SkillScope
platformer2D platformer: run/jump/coyote-time, tiled levels, hazards, goals
roguelikeGrid/turn movement, procedural dungeons, permadeath, FOV, loot
rpgStats/leveling, inventory, quests, dialogue, save/load, combat
fps-shooterFirst-person controller, camera, shooting/hitscan, enemy AI
tower-defenseWave spawning, lane pathing, towers/targeting, economy
card-gameCard data, deck/hand/discard zones, play rules, turn structure
visual-novelBranching script, character/bg display, text box + choices, backlog
survival-craftingResource gathering, inventory, crafting, needs, base building
puzzleGrid/board state, match/rule resolution, undo, level progression

Workflows — 4 (skills/workflows/)

SkillScope
game-jamScope/plan/execute a jam build under time limits; submit
prototype-fastGreybox a playable vertical slice quickly; cut scope; validate the fun
steam-publishSteamworks onboarding: app/depots, store page, builds, release checklist
itch-publishPublish/update on itch.io: project page, channels, butler uploads

Agent compatibility

Every skill here is a plain SKILL.md folder in the Agent Skills open standard — metadata plus a Markdown playbook the agent reads on demand.

The same file loads natively across the ecosystem: Claude Code, Claude, Cursor, Windsurf, Cline, OpenAI Codex, Gemini CLI, GitHub Copilot, Kiro, Antigravity, VS Code, and many more. There are no editor-specific rule files to maintain and nothing to convert.

Install with one command. The universal CLI detects your agent and writes the skills to the right place:

npx skills add gamedev-skills/awesome-gamedev-agent-skills

Or copy by hand. Drop a skill's <name>/ folder into your agent's skills directory:

AgentSkills directory
Claude Code.claude/skills/
Codex · Gemini CLI · GitHub Copilot · Antigravity.agents/skills/ (shared path)
Cursor.cursor/skills/ (also reads .agents/skills/)
Windsurf.windsurf/skills/
Cline.cline/skills/
Kiro.kiro/skills/

The exact per-agent paths, triggers, and the handful of optional fields that vary by agent are in docs/COMPATIBILITY.md.

Demo

One plain-English request goes in; the minimal right skills come out, then version-pinned code. Here's the shape of a single exchange (illustrative):

> add a double jump to my player

Detected Godot (project.godot). Loading godot-2d-movement for the controller
and platformer for jump feel — skipping the other 64 skills.
extends CharacterBody2D

@export var speed := 220.0
@export var jump_velocity := -380.0
@export var max_jumps := 2

var _jumps_left := max_jumps

func _physics_process(delta: float) -> void:
    if not is_on_floor():
        velocity += get_gravity() * delta   # get_gravity() is Godot 4.3+
    else:
        _jumps_left = max_jumps

    if Input.is_action_just_pressed("ui_accept") and _jumps_left > 0:
        velocity.y = jump_velocity
        _jumps_left -= 1

    velocity.x = Input.get_axis("ui_left", "ui_right") * speed
    move_and_slide()

Repository layout

skills/        66 specialized skills, grouped by engine / discipline / genre / workflow
router/        the master router skill (+ references/)
docs/          authoring standard, installation, compatibility
templates/     SKILL.md template
scripts/       validate-skills.py and tooling

Contributing

Contributions are welcome. Read CONTRIBUTING.md and the authoring standard in docs/SKILL-FORMAT.md. Every skill must pass the validator and the rubric before merge:

python scripts/validate-skills.py

License

Apache-2.0. See NOTICE for attribution and trademark notes.

// compatibility

Platformscli, api, web, mobile
Operating systems
AI compatibilityclaude
LicenseApache-2.0
Pricingopen-source
LanguagePython

// faq

What is awesome-gamedev-agent-skills?

Game-development Agent Skills for AI coding agents: install once and a master router loads the right skill for your engine and task. 66 original, version-pinned skills (plus a master router) in the portable SKILL.md format that runs across Claude Code, Cursor, Codex, Copilot, Gemini CLI and more, for Godot, Unity, Unreal, web and beyond.. It is open-source on GitHub.

Is awesome-gamedev-agent-skills free to use?

awesome-gamedev-agent-skills is open-source under the Apache-2.0 license, so it is free to use.

What category does awesome-gamedev-agent-skills belong to?

awesome-gamedev-agent-skills is listed under skills in the Claudeers registry of Claude-compatible tools.

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