awesome-gamedev-agent-skills
gamedev-skills · gamedev-skills/awesome-gamedev-agent-skills
A collection of 74 specialized game development skills for AI agents, covering major engines like Godot, Unity, and Unreal.
74 game-dev skills for AI coding agents — Godot, Unity, Unreal, Phaser, PixiJS, three.js, Bevy, pygame, LÖVE, Roblox. Portable SKILL.md Agent Skills (the format Anthropic launched as Claude Skills), with a router that loads the right skill for your engine and task. Runs in Claude Code, Cursor, Kiro, Codex, Copilot, Gemini CLI and more.
Preview
What you can do with it
- Automate the creation of game logic and scripts for Godot or Unity projects using specialized agent skills.
- Coordinate asset workflows to ensure consistent art direction across generated game components.
- Quickly switch between different game engine contexts while maintaining specialized coding standards.
Safety check
No risky patterns found in the files we scanned.
Automated scan of the repo files. Always review code you run.
From the README
awesome-gamedev-agent-skills
74 game-dev skills for your AI coding agent — 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 74 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.
- Art direction, not one-off generations. The asset workflow locks a visual target, builds families, normalizes outputs deterministically, and checks them inside the game.
- Built to trust. Every skill is written from primary docs, version-pinned to a stated engine release, and checked by a validator. Current baselines and upgrade policy live in version support.
Contents
Quick start
One command, any agent. The skills CLI detects the
coding agent you already use and installs the router plus all 74 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 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.
Want to read the catalog as web pages instead? Every skill, engine group, and per-agent install
path is browsable at
gamedev-skills.github.io/awesome-gamedev-agent-skills,
generated straight from the SKILL.md files in this repo.
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 say | Skills 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 |
| "make a cohesive pixel-art player, enemies, and tiles" | create-game-assets + the detected engine importer |
| "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:
- Detects your engine from project files — a
project.godotmeans Godot, a*.uprojectmeans Unreal, and so on. If it can't tell, it just asks. - Reads your request for the task — a concept (AI, shaders, saving), a genre (platformer, roguelike), or a shipping step (game jam, Steam).
- 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
74 skills across 8 categories — each links to its SKILL.md below.
Engines
Godot — 16 (skills/godot/) · Godot 4.7
| Skill | Scope |
|---|---|
godot-gdscript | GDScript language: typing, lifecycle, @export, signals, idioms |
godot-nodes-scenes | Scene tree, node composition, instancing, autoloads, PackedScene |
godot-signals-groups | Event-driven design with signals + groups |
godot-2d-movement | CharacterBody2D kinematic movement, move_and_slide, slopes |
godot-tilemap | TileMapLayer/TileSet: autotiling, terrain, collision/nav layers |
godot-physics | Rigid/Area/Static bodies (2D+3D), collision layers, raycasts |
godot-ui-control | Control nodes: anchors, containers, themes, focus nav |
godot-animation | AnimationPlayer, AnimationTree, Tween |
| [`g |