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gamestack
The game-design process for Claude — knowledge + workflow skills for designing games, tuned for headless, procedural, AI-authored development (engine-agnosti…
git clone https://github.com/rondorkerin/gamestack
🎮 gamestack
An agentic framework for building games on any platform — for Claude. Like gstack is for software, but for games.
Questions, feedback, or just want to follow along: Discord · @metatransformr on X
What this actually is (read this first if you came from a link)
This is a skill pack for an AI coding agent — cited game-design knowledge plus reusable
engineering patterns, written as Markdown that Claude Code loads on demand. It is not a
game, not a game engine, and not a single codebase you clone and godot --editor into — there's
no .tscn file in this repo. If you're looking for the actual input/verb/seam architecture and
headless test-bench pattern referenced elsewhere (e.g. a Reddit post about building a Godot RPG
from the terminal), the concrete, runnable-code version of that lives in
docs/headless-architecture.md — a worked Godot example,
with the input→verb→seam pattern, the bench pattern, deterministic headless time
(--fixed-fps), a playtest API, and a GitHub Actions example. Everything else in this README
is the design-knowledge half: what an agent should know before and while it builds.
gamestack is two things working together:
- A design brain — first-party, engine-agnostic skills that give Claude the knowledge of game design (cited, discipline by discipline) and the process to apply it: concept → world → content → self-review → iterate.
- Engine hands — curated, best-in-class community skill packs for each engine (Godot, Unreal, Unity), referenced directly from one marketplace so Claude can turn a design into real engine code.
You design once, then hand off to whichever engine you're shipping in. The design layer doesn't overlap the engine packs — it's the layer they're missing.
gamestack (one marketplace)
│
┌─────────────────────┼──────────────────┬──────────────────┐
gamestack godot unreal unity-jahro
(first-party brain) (jame581) (quodsoler) (jahro-console)
design · procgen ── implements ──▶ GDSCRIPT · C++ · per-engine code
combat · process
We don't reinvent engine work others do well — we slot it in and add the design/discipline layer on top, plus the router that binds them.
How it fits together
| Layer | What it is | Who builds it |
|---|---|---|
| 🧠 Design brain (first-party) | Cited design disciplines + the headless generate-and-review pipeline. Engine-agnostic. | This repo |
| 🎮 Engine hands (curated) | Per-engine implementation skills (code patterns, systems, optimization), referenced from the marketplace by their authors. | Community, MIT-licensed |
| 🔀 The router | engine-router — detects the target engine and routes: design → brain, implementation → the right engine pack. | This repo |
The two first-party skill kinds
| Layer | What it is | Example |
|---|---|---|
| 🧠 Knowledge | A cited design discipline as a guide + do/don't checklist. The "what good looks like." | open-world-design, procedural-generation |
| ⚙️ Process | A workflow verb the agent runs — generate, review, route, plan. Draws on the knowledge skills. | procgen-review, game-design-process, engine-router |
The pipeline
CONCEPT ──▶ WORLD & SYSTEMS ──▶ CONTENT ──▶ REVIEW & GATE ──▶ HANDOFF ──▶ ENGINE CODE
pillars, structure, nav, procgen + oatmeal/fanfic/ engine- godot / unreal /
core loop, progression, handcrafted sameness/anti- router unity pack
signature economy, combat, anchors, pattern gates picks the implements
mechanics systemic rules lore engine the spec
└──────────────── design brain (first-party) ───────────────┘ └──── engine hands ────┘
game-design-process orchestrates the design half and pulls the right skill at each phase. engine-router runs the handoff to engine code. Start at either, or invoke any skill directly.
Headless, testable architecture (input → verb → seam)
The other half of how this actually gets built — not just designed — once content exists: every system needs to be checkable without a human walking to it in a running game, and every input needs to drive the game through one auditable path.
- Input never performs logic. A keyboard read, a gamepad read, and an automated test all translate to the same verb call on a seam (a single object that owns the action). Keyboard and gamepad can't drift apart; a headless test exercises the real code path.
- Every system that's worth iterating on gets a preview harness ("bench") — boots that one slice headless, takes parameters from the CLI, captures deterministically, quits.
godot --headless --path . res://tools/benches/DungeonBench.tscn -- --shots --seed=1234and you get the same PNGs every time — golden-image testing for procgen, no editor required. - Headless time isn't wall-clock time by default — Godot's
--fixed-fps Nflag forces every frame'sdeltato exactly1/Nregardless of real elapsed time, making physics/animation/movement fully deterministic and machine-speed-independent. - A playtest API is just verbs composed into a session (
boot(),goto(),fight_nearest(),loot_nearby(),rest()) — an integration test, or an AI agent, can play the real game headless and read the result back from logs and screenshots.
This is the concrete form of iteration-loop's preview-harness pattern and AI-playtester concept (the skill describes it engine-agnostically; the pattern itself is good testing hygiene regardless of whether an AI ever touches it). Full worked example with real GDScript, the determinism flag, and a GitHub Actions setup: docs/headless-architecture.md.
First-party skills (the design brain)
Process
| Skill | What it does | Status |
|---|---|---|
game-design-process | The orchestrator. Walks concept → world → content → review → iterate and names which skill to use at each phase. The entry point for "I'm designing a game." | 🟢 v0.1 |
engine-router | The platform router. Takes a ready design and routes implementation to the right engine pack (Godot/Unreal/Unity), keeping design logic and engine code cleanly separated. | 🟢 v0.1 |
procgen-review | The self-review pass for generated content. Runs the oatmeal test, the fanfic/retell test, a cross-instance sameness scan, and the intentionality + anti-pattern gates. Built to run in a headless generation loop. | 🟢 v0.1 |
iteration-loop | The generic Reference → Diff → Prioritize → Generate/Implement → Verify loop that brings any system — visual, systemic, or narrative — up to fidelity with its intended target, in any engine. Covers the preview-harness pattern, animation contact-sheet capture, the human + AI playtester channels (the latter via a "playtester API"), and the external-asset-request escalation. Gates fidelity; procgen-review gates variety — independent axes. | 🟢 v0.1 |
Knowledge
Knowledge skills are organized into three tiers (see docs/architecture.md): universal craft (every game needs them → headed for gamestack-core), genre lenses (pulled for that kind of game), and technique modules (pulled when using that technique). Today they all live in the one gamestack plugin and are tagged with their tier in SKILL.md; the split into separate marketplace packs is a later, mechanical move.
🌐 Universal craft — applies to every genre
| Skill | What it covers | Status |
|---|---|---|
game-design-fundamentals | The spine the rest of the pack builds on: interesting decisions (Meier), flow & difficulty curves, motivation (Self-Determination Theory), feedback & agency, and choice architecture — with machine-checkable tests for a generation loop. | 🟢 v0.1 |
game-feel-and-juice | The moment-to-moment feel of any action: Swink's three building blocks (fix feel before you juice it), input latency & forgiveness (coyote time, buffering), the juice toolkit + the inverted-U ceiling (Kao), the 12 animation principles, camera & UI feel — as a per-action feedback budget a generator can't exceed. (Extracted as the universal foundation under combat-design.) | 🟢 v0.1 |
level-design | The craft of shaping space & encounters: guiding the player (leading lines, landmarks, light, affordances), structure & gating (lock-and-key, interconnection), teaching through space, arena design, in-level pacing, the greybox/metrics process — and a level-design grammar for generators. | 🟢 v0.1 |
onboarding-and-teaching | Tutorialization & the first-time experience: teach one mechanic at a time (introduce→test→combine→twist), show-don't-tell over pop-ups, progressive disclosure, the FTUE/retention funnel — and a dependency-ordered teaching ramp for a generated verb set. | 🟢 v0.1 |
ui-ux-and-feedback | Game UI/UX at the design level: the diegetic/non-diegetic/spatial/meta framework, information hierarchy & cognitive load, game-state feedback, menu & navigation flow — and generating a HUD/UX spec from a mechanic set. | 🟢 v0.1 |
difficulty-and-balancing | The most machine-checkable discipline: eliminating dominant strategies (payoff-matrix dominance checks), cost-curve/power-budget balance, difficulty curves & DDA/hidden directors, per-axis accessibility assists, and metrics/simulation-driven tuning. | 🟢 v0.1 |
pacing-and-the-player-journey | Macro pacing as a complement to game feel: the fractal interest curve (encounter→level→session→playthrough), challenge/rest rhythm, novelty cadence, the nested engagement loops + retention-ethics line, and a spec-level pacing director for generated content. | 🟢 v0.1 |
art-direction-and-readability | Design-level visual communication: readability as an engineerable objective, silhouette-first validation, value/contrast eye-direction, reserved signal colors, fidelity-fights-readability, the named style bible, and per-asset read contracts for generators. | 🟢 v0.1 |
🛠️ Technical craft — applies to every real-time 3D (or 2D-with-lighting) game, regardless of genre. Engine-agnostic design-spec level (principles, citations, "Test for:" criteria — no engine code); topic breadth inspired by GodotPrompter's implementation-skill library, but researched and written independently. See docs/architecture.md for why this is a separate tier from universal craft and technique modules.
| Skill | What it covers | Status |
|---|---|---|
3d-graphics-and-rendering | The rendering pipeline spine: rasterization stages, PBR vs. stylized/NPR materials, the forward/deferred/forward+ lighting architecture, GI & shadow choices, culling/LOD/draw-call/overdraw performance budgets, and the post-processing chain — framed as a frozen "imaging contract" a generator must not drift per scene. | 🟢 v0.1 |
shaders-and-vfx | The shading & particle layer: the vertex/fragment/compute shader model, node-graph/procedural material authoring, the VFX toolkit (particles, trails, decals, distortion, screen-space effects) as the rendering substrate for game-feel-and-juice's feedback channels, stylization techniques, and shader/overdraw performance failure modes. | 🟢 v0.1 |
animation-systems | Motion-system architecture: skeletal fundamentals (skinning, FK/IK), blend trees/state machines/additive layers, procedural & physics-driven motion (active ragdoll, foot IK, motion matching), the animation cost model (compression, bone budgets, root motion), and the system that delivers game-feel-and-juice's timing principles. | 🟢 v0.1 |
procedural-geometry | Generating geometry correctly and with variety: noise as a substrate (Perlin/Simplex/fBm, domain warping), terrain (heightfield vs. voxel/SDF, marching cubes, erosion, LOD), structural generation (L-systems, shape grammars, wave function collapse), mesh topology correctness (manifold/watertight/winding validators), and vegetation/scatter — the geometry engine underneath level-design and open-world-design. | 🟢 v0.1 |
🎯 Genre lenses — pulled for that kind of game
| Skill | What it covers | Status |
|---|---|---|
open-world-design | World structure (the triangle rule, gravity, interconnection, biomes, verticality), diegetic navigation, signal color, exploration pull, and spatial pacing. | 🟢 v0.2 |
combat-design | Combat application of game feel: telegraphing as fairness, danger-cue vocabularies, enemy silhouettes & role-based rosters, readable multi-enemy chaos (aggression tokens), and the Souls-like commitment/stamina/checkpoint loop. (General feel → game-feel-and-juice.) | 🟢 v0.2 |
rpg-systems | The RPG number-systems triad: progression (price advancement, zone level-bands not world-scaling), economy (faucets/sinks, desirable sinks, anti-hoarding under scarcity, currency-as-material), and loot (rarity baseline, build-defining affixes over stat-sticks, procedural breadth vs. hand-authored identity, the finite-legendary manifest). | 🟢 v0.1 |
narrative-and-quest-design | Quests, reactivity, and factions: the facts-database reactivity substrate (Witcher 3), planner-over-world-state procedural quests, blurring flavor vs. consequence, the no-fetch-quest doctrine, radiant-as-supplement, and faction allegiance dilemmas. | 🟡 v0.1 ⚠️ |
worldbuilding-and-lore | The world bible and lore delivery: the iceberg principle (build the whole, ship ~10% as frozen typed canon), environmental & item-description storytelling (Jenkins's four modes), an enumerable "alien but coherent" identity that resists generation drift, deep history as faction-proxy pantheons, and ludonarrative harmony (every mechanic answers a lore question). | 🟢 v0.1 |
permadeath-and-lethality | High-lethality / permadeath / single-save: the fairness & readability backbone (death is always the player's fault), mitigations that cut failure cost without removing stakes (short runs, opt-in stacking assist, deterministic anti-save-scum), meta-progression & diegetic death (Hades), and the flagged-novel problem of single-save permadeath in a long-form open world. | 🟢 v0.1 |
🔧 Technique modules — pulled when using that technique
| Skill | What it covers | Status |
|---|---|---|
procedural-generation | Beating the "10,000 bowls of oatmeal" problem: perceptual uniqueness, the handcrafted-anchor + constrained-fill hybrid, voice-consistent corpora, multiplicative systems, intentionality. | 🟢 v0.1 |
ai-authored-content-coherence | The crux skill: keeping AI-authored content coherent at scale — the oatmeal problem, single voice via curated corpus, generate-then-rationalize causation, recurring thematic domains, a machine-readable never-violate lore bible, and the self-review pass. | 🟡 v0.1 ⚠️ |
systemic-emergent-design | Authoring affordances not solutions: the immersive-sim substrate (universal rules, intention & perceivable consequence), emergence from few deep interacting systems, multiplicative vs. additive design (the chemistry engine), the "good GM" analogy, and making procgen cohere instead of becoming oatmeal. | 🟢 v0.1 |
⚠️ Some earlier skills were built from a deep-research pass whose adversarial-verification phase was cut short by a session limit.
art-direction-and-readabilityis verification-confirmed at its core (TF2 primary sources);narrative-and-quest-designandai-authored-content-coherencecarry a mix of verified and sourced-but-unverified rules, tagged inline (✅/⚠️/❌). Re-run a clean verification pass before treating the ⚠️ rules as settled.
Engine packs (the hands)
Curated from the community and referenced directly in the gamestack marketplace — install the one(s) for your engine. All MIT-licensed; credit to their authors.
| Pack | Engine | Covers | Source | Status |
|---|---|---|---|---|
godot | Godot 4.x | GDScript patterns, systems (ability/inventory/dialogue/event-bus), optimization, testing, export pipeline | jame581/GodotPrompter ⭐334 | 🟢 strong |
unreal | Unreal Engine | 27 C++ skills: gameplay framework, rendering, networking/replication, animation, Niagara, world streaming | quodsoler/unreal-engine-skills ⭐243 | 🟢 strong |
unity-jahro | Unity | AI-assisted debugging: structured logging, runtime commands, variable watching (Jahro console) | jahro-console/unity-agent-skills | 🟡 debug-only |
| Unity (general) | Unity | General C# authoring | — | ⬜ roadmap |
| Three.js / web | Three.js | Web/WebGL game implementation | — | ⬜ roadmap |
Production & PM pack (pairs with gamestack, doesn't overlap it)
BMad Game Dev Studio (BMGD) ⭐197 (third-party, MIT, by BMad Code) is a sibling framework, not a competitor — it covers what gamestack deliberately doesn't:
| gamestack | BMGD | |
|---|---|---|
| What it is | Cited design/technical-craft knowledge brain | Agent-driven production process (PM layer) |
| Output | Specs, constraint sets, a design bible — engine-agnostic | GDD/PRD/architecture docs, epics, stories, sprint status, retrospectives |
| Playtesting | iteration-loop's fidelity loop (reference→diff→verify) + an AI-playtester concept (self-play via a playtester API) | gametest workflow group: structured human playtest-session design (objectives, observation guides, note-taking, post-session analysis), automated test scaffolding, performance testing |
| Procedural / AI-authored content | A first-class concern (procedural-generation, ai-authored-content-coherence, the oatmeal test, hand-anchor + constrained-fill) | Not a focus — built for traditional sprint-driven production |
| Stops at | Spec/design-bible, hands off via engine-router | Nothing — it carries through to tracked implementation stories |
Install both when you want gamestack's design depth and a tracked production cycle: /plugin install bmad-game-dev-studio@gamestack. The concrete pairing point is iteration-loop's human-playtester channel, which points to BMGD's gds-playtest-plan for structured session design rather than reinventing it — see docs/architecture.md for the full relationship.
Install
Marketplace (recommended)
In Claude Code, add the marketplace once:
/plugin marketplace add rondorkerin/gamestack
Then install the design brain plus your engine pack(s):
/plugin install gamestack # the design brain (always)
/plugin install godot@gamestack # + your engine
/plugin install unreal@gamestack
/plugin install unity-jahro@gamestack
Confirm with /plugin. Asking Claude a design question (e.g. "walk me through designing a procedural open-world RPG in Godot") should pull in game-design-process, and engine-router handles the handoff to the Godot pack. Pull updates with:
/plugin marketplace update gamestack
Or ask Claude to check for you — /gamestack:gamestack-upgrade runs the same check, applies the update if one exists, and shows what's new from the changelog. Auto-update on every session start is a per-user toggle Claude Code controls, not something this repo can turn on for you: enable it via /plugin → Marketplaces → gamestack → Enable auto-update.
Manual (single skill, no plugin)
First-party skills are plain folders — clone and copy the ones you want:
git clone https://github.com/rondorkerin/gamestack.git
cp -r gamestack/plugins/gamestack/skills/open-world-design ~/.claude/skills/ # all projects
# or into <your-project>/.claude/skills/ # one project only
Claude auto-discovers skills in those directories on the next session — verify with /skills.
Headless / Agent SDK
The skills work under claude -p and the Agent SDK. With the plugins installed, point a headless run at the pipeline:
claude -p "Use the game-design-process skill to design a procedural open-world RPG in Godot. \
Run procgen-review on all generated content, then use engine-router to implement it with the godot pack."
game-design-process sequences concept → world → content → review, procgen-review gates generated content, and engine-router hands the spec to the engine pack — no human in the loop.
Using it
Just describe what you're doing:
"I'm starting a procedural open-world RPG in Godot. Walk me through it." →
game-design-process
"Lay out the macro-map for the first region." →
open-world-design
"I generated 50 dungeons — check them for sameness before I commit them." →
procgen-review
"The design's done — now build it in Unreal." →
engine-router→unrealpack
Or invoke a skill directly with /<skill-name>.
Skill anatomy
skills/<skill-name>/
├── SKILL.md # frontmatter (name + "use when" trigger) and overview
├── GUIDE.md # knowledge skills: the cited "why"
├── CHECKLIST.md # knowledge skills: actionable do/don't + test-for criteria
└── *.md # process skills: the procedure the agent runs
SKILL.md is always cheap; everything else loads on demand. See docs/SKILL_TEMPLATE.md.
Framework internals
The process skills share a spine (modeled on gstack's shape):
plugins/gamestack/
├── ETHOS.md # the builder ethos, injected into every process skill
├── shared/
│ ├── PREAMBLE.md # injected at load time via !`cat ${CLAUDE_PLUGIN_ROOT}/...`
│ └── GATE.md # the headless generate→review→repair loop contract
└── overlays/ # per-engine spec→pack-skill mapping (godot/unreal/unity/threejs)
Each process skill opens by injecting PREAMBLE.md + ETHOS.md, which loads the design bible — <your-project>/.gamestack/bible/ — the persistent, cross-session record of your pillars, world, systems, lore, constraints, and decisions. It is also the engine-independent contract engine-router hands to the engine pack. Design once; the bible remembers; implement per engine.
Roadmap
Engine coverage (curate strong community packs, or build first-party):
- ✅ Godot · ✅ Unreal · 🟡 Unity (debug-only — needs a general authoring pack) · ⬜ Three.js / web
Design brain — knowledge — 🌐 universal craft (the spine every genre needs):
- ✅ Game-design fundamentals · ✅ Game feel & juice · ✅ Level design · ✅ Onboarding & teaching
- ✅ UI/UX & feedback · ✅ Difficulty & balancing · ✅ Pacing & the player journey · ✅ Art direction & readability
- ⬜ Round 2: audio design · accessibility · playtesting & telemetry · monetization & business model · scope/production
Design brain — knowledge — 🛠️ technical craft (the rendering/motion/geometry spine every real-time visual game needs, design-spec level — see docs/architecture.md):
- ✅ 3D graphics & rendering · ✅ Shaders & VFX · ✅ Animation systems · ✅ Procedural geometry
Design brain — knowledge — 🎯 genre lenses (more genres broaden general game-dev coverage):
- ✅ Open-world design · ✅ Combat design · ✅ RPG systems · ✅ Narrative & quest · ✅ Worldbuilding & lore · ✅ Permadeath & lethality
- ⬜ Round 4: platformer/movement · shooter · puzzle · strategy/tactics · sim/management · survival/crafting · deckbuilder · horror
Design brain — knowledge — 🔧 technique modules:
- ✅ Procedural generation · ✅ AI-authored content coherence · ✅ Systemic / emergent design · ⬜ Multiplayer/netcode · ⬜ Save/persistence
Architecture & packaging (core / genre / technique multi-pack split, genre-aware orchestrator): see
docs/architecture.md. Research prompts for the open rounds:docs/research-prompts.md.
Design brain — process:
- ✅ Game-design process (orchestrator) · ✅ Engine router · ✅ Procgen review · ✅ Iteration loop (covers playtest analysis, human + AI playtester)
- ⬜ Concept & pillars planning · ⬜ World-layout pass · ⬜ Quest quality gate
- ⬜ Lore-coherence audit · ⬜ Design review
Production & tooling:
- ⬜ Performance optimization (engine-agnostic principles + per-engine hooks)
- ⬜ Asset pipelines via MCP (e.g. Meshy / 3D generation, texture pipelines)
- ⬜ Algorithms (pathfinding, spatial partitioning, noise) · ⬜ Production & project management
Contributing
Research, citations, production lessons, and engine packs to slot in are all welcome — see CONTRIBUTING.md for the skill template and conventions. The design brain's knowledge skills are grown from deep-research docs; reusable prompts live in docs/research-prompts.md.
Community
Discord for questions, feedback, and discussion · @metatransformr on X for updates.
License
MIT © Arcos Labs. Engine packs are MIT-licensed by their respective authors. Use it, fork it, ship games with it.
// compatibility
| Platforms | cli, api, web |
|---|---|
| Operating systems | — |
| AI compatibility | claude |
| License | MIT |
| Pricing | open-source |
| Language | — |
// faq
What is gamestack?
The game-design process for Claude — knowledge + workflow skills for designing games, tuned for headless, procedural, AI-authored development (engine-agnostic; Godot).. It is open-source on GitHub.
Is gamestack free to use?
gamestack is open-source under the MIT license, so it is free to use.
What category does gamestack belong to?
gamestack is listed under skills in the Claudeers registry of Claude-compatible tools.
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