Category
Game Design Skills for AI Agents
Skills that give your agent a designer’s checklist: what a genre needs to feel right, how to pace a level, how to balance an economy and how to write branching story, before any code is written.
40 free skills, MCP servers and kits
Pick a Game design & narrative skill to start with
Novel to Game
Agent skills for source-grounded adaptation of novels into games: cited design docs, target-runtime builds and evidence-based QA.
skills-gamedev (Skillary)
26 game development skills from the Skillary catalog: game design, level and narrative design, monetization, playtesting, Unity, Unreal, Blender, audio and engineering.
Balance Check (Claude Code Game Studios)
Find balance outliers, broken progressions, degenerate strategies, economy imbalances in formulas and data.
Brainstorm (Claude Code Game Studios)
Guides the user through finding and choosing a game concept.
Map Systems (Claude Code Game Studios)
Decompose a concept into individual systems, map dependencies, prioritize design order, create the systems index.
Quick Design (Claude Code Game Studios)
Lightweight spec for small changes — tuning adjustments, minor mechanics.
Team Combat (Claude Code Game Studios)
Orchestrate the combat team — game-designer, gameplay-programmer, ai-programmer, technical-artist, sound-designer, qa-tester — design through implement and validate.
Team Level (Claude Code Game Studios)
Orchestrate the level team — level-designer, narrative-director, world-builder, art-director, systems-designer, qa-tester — for complete area creation.
What a Game design & narrative skill gives your agent
Genre blueprints
Platformer, roguelike, RPG, FPS, puzzle, tower defense, card game, survival crafting and visual novel skills list the must-have systems and the knobs that tune them.
Design documents an agent can follow
Skills for GDDs, systems maps and quick design specs turn ideas into documents the next step (or the next agent) can build from.
Feel and balance, not just features
Game feel, level pacing and balance-check skills focus on why a game plays well, not only on making it run.
How to use a game dev skill
Three steps in Claude Code, Codex, Cursor or any agent that reads SKILL.md.
- 01
Install it
Run the command on the skill's page, or copy the install prompt and let your agent run it.
- 02
Ask in plain words
Describe what you want. The agent loads the skill when your request matches, or you can call it by name.
- 03
Review and play
Run the game, read what the agent changed, and ask for fixes in the same session.
Why use a skill instead of a prompt?
A prompt is gone after one chat. A skill stays in your project: the agent reads the same checklist, engine rules and pitfalls every time the task comes up, so the results stay consistent and you stop repeating yourself.
All Game design & narrative skills
2D Platformer
Build a 2D platformer: run/jump control with coyote time, jump buffering, and variable jump height, plus tiled levels and hazards.
Card Game
Build a card game: card data, deck/hand/discard zones, draw/shuffle/reshuffle, a turn structure, costs, and effect resolution.
Dialogue Systems
Branching dialogue as a node graph with conditions, variables and localization hooks, using Ink, Yarn Spinner or a custom runner.
FPS Shooter
Build a first-person shooter: move+mouse-look controller, hitscan or projectile shooting, weapons, health, and enemy AI.
Game Feel & Juice
Add juice to actions: screen shake, hit-stop, eased motion, squash and stretch, knockback and layered audio-visual feedback.
Level Design
Design playable levels from blockout to final: player metrics, pacing and flow, gating, the critical path and encounter design.
Procedural Generation
Procedural content with seeded RNG: Perlin and Simplex noise terrain, rooms-and-corridors dungeons and weighted loot tables.
Puzzle Game
Build a puzzle game: grid/board state, move input, rule-based resolution (match-3 cascades, sokoban pushes, tile logic), scoring, and undo.
Roguelike
Build a roguelike: turn-based grid movement, procedural dungeons, permadeath, field-of-view, and loot tables.
RPG Systems
Build an RPG: stats and leveling, inventory and equipment, quests, branching dialogue, save/load, and combat.
Survival Crafting
Build a survival-crafting game: resource gathering, inventory, crafting and a tech tree, needs (hunger/thirst/temperature), and base building.
Tower Defense
Build a tower defense: enemies pathing along lanes, wave spawning, towers that auto-target and fire, an economy, and lives.
Visual Novel
Build a visual novel: a branching script, character and background display, a text box with choices, save/load, backlog, and skip/auto.
Novel to Game: Art Direction
Direct game art and creative vision.
Novel to Game: Book Analysis
Deconstruct a novel for game adaptation.
Novel to Game: Concept
Design game concepts from a novel.
Novel to Game: World Design
Design game experience, systems, and levels.
Bevy Dialogue System
Bevy 0.20 dialogue data: line tables in a resource, the current line index on a component, and choice flags filtered before the write.
Bevy Platformer
Route a Bevy 0.20 platformer: coyote time and jump buffer on Mover, gravity on FixedUpdate, one-way ledges, follow camera.
Bevy Roguelike
Route a Bevy 0.20 roguelike: RunSeed resource, room entities, permadeath flag, turn energy, grid pickup.
Bevy Tower Defense
Bevy genre router for tower defense.
Game Design: GDD & Systems
Design systems and mechanics: GDD authorship, gameplay loops, economy balancing and player psychology.
Level Design: Encounters & Pacing
Design layout, pacing, encounter placement and environmental narrative.
Narrative Design
Design branching dialogue, lore architecture and environmental storytelling aligned to the GDD.