Directory
Game dev skills for your agent
159 hand-picked skills, MCP servers and starter kits. Filter by engine, task or the agent you use.
Showing 121 results
MCP for Unity (CoplayDev)
A bridge between AI assistants and the Unity Editor: manage assets, control scenes, edit scripts and automate tasks.
Universal Modder
Skills, tools and a fal MCP that let Claude Code mod PC games you own: recon, reverse engineering, generated assets, in-game testing.
Godot AI
Production-grade MCP server and editor plugin for Godot 4.7+: 46 tools and 120+ operations for scenes, nodes, scripts, UI and more.
Awesome Gamedev Agent Skills
74 portable SKILL.md skills for Godot, Unity, Unreal, Phaser, PixiJS, three.js, Bevy, pygame, LÖVE and Roblox, with a router.
Unity Skills (official)
Unity's own collection of skills for AI coding agents: prompts, slash commands and tools built for Unity workflows.
AI Game Developer (Unity-MCP)
AI skills, MCP tools and a CLI for Unity: a full develop-and-test loop, with any C# method exposable as a tool.
Scenario Skills
Production-ready images, video, audio and 3D from any agent through the Scenario MCP, plus expert teams for Blender, Unreal and Unity.
Unreal MCP (EngineWire)
A comprehensive MCP server that controls Unreal Engine through a native C++ automation-bridge plugin. Supports UE 5.0 to 5.8.
GodotPrompter
Agentic skills framework for Godot 4.x: domain-specific skills for project setup, architecture and gameplay systems.
Blender Agent Skills
Professional Blender 5.2 workflows as Agent Skills: modelling, UVs, PBR, baking, rigging, animation, export and QA.
2D Platformer
Build a 2D platformer: run/jump control with coyote time, jump buffering, and variable jump height, plus tiled levels and hazards.
Behavior Trees & Utility AI
Build a behavior-tree runtime and a Utility AI system with response curves, plus hybrid agents where the behavior tree drives utility scoring.
Bevy ECS
Structure a Bevy app around ECS: plugins, components and resources, systems with Query and Commands, system ordering and Time.
Card Game
Build a card game: card data, deck/hand/discard zones, draw/shuffle/reshuffle, a turn structure, costs, and effect resolution.
Create Game Assets
Plan, generate, source, normalize, and validate cohesive visual game assets.
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 AI: FSM, Behavior Trees & Pathfinding
NPC and enemy decision-making with state machines, behavior trees, steering and A* pathfinding, paired with your engine's navigation API.
Game Audio Design
Engine-neutral game audio: mixer buses and decibel gain, ducking, adaptive music through layering, SFX variation and beat sync.
Game Camera Systems
Cameras that feel good: 2D follow with deadzone and look-ahead, 3D orbit with collision, first-person look, multi-target framing and shake.
Game Feel & Juice
Add juice to actions: screen shake, hit-stop, eased motion, squash and stretch, knockback and layered audio-visual feedback.
Game Input Systems
Game input architecture: action mapping, rebinding with conflict checks, keyboard, gamepad and touch, deadzones, buffering and coyote time.
Game Performance Optimization
Fix performance methodically: profile first, set a frame budget, find the CPU or GPU bottleneck, then pool, batch and cut allocations.
Game Physics Tuning
Stable, good-feeling physics: fixed timestep with interpolation, mass and drag, CCD against tunneling, jitter fixes and collision layers.