Directory
Game dev skills for your agent
162 hand-picked skills, MCP servers and starter kits. Filter by engine, task or the agent you use.
Showing 40 results
Claude Code Game Studios
Turns Claude Code into a full game studio: 49 agents and 72 workflow skills arranged like a real studio hierarchy.
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.
Novel to Game
Agent skills for source-grounded adaptation of novels into games: cited design docs, target-runtime builds and evidence-based QA.
Game Dev Agentic Skills
Long-term memory for game AI agents: deep Godot 4.7+ coverage (99 skills, 27 genre blueprints) and docs-first Bevy parity.
GodotPrompter
Agentic skills framework for Godot 4.x: domain-specific skills for project setup, architecture and gameplay systems.
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.
Art Bible (Claude Code Game Studios)
Author the Art Bible — visual identity gating asset production.
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.
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.