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 159 results
Vibe Jam Starter Pack
A free bundle for game jams: four starter projects, eight agent skills for Phaser and Three.js, and tutorial videos.
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.
NetHackPlayer
A macOS app that watches Claude play NetHack on its own, using the Claude Agent SDK and tmux.
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.
Launch Checklist (Claude Code Game Studios)
Launch readiness across every department: code, content, store, marketing, community, infrastructure, legal, go/no-go sign-offs.
Localize (Claude Code Game Studios)
Localization pipeline — find hardcoded strings, extract string tables, cultural review, VO, RTL, enforce string freeze.
Map Systems (Claude Code Game Studios)
Decompose a concept into individual systems, map dependencies, prioritize design order, create the systems index.
Playtest Report (Claude Code Game Studios)
Structured playtest report template, or turn existing playtest notes into structured feedback.
Prototype (Claude Code Game Studios)
Concept prototype before GDDs — throwaway HTML, Engine or Paper build, PROCEED/PIVOT/KILL/NOT ASSESSED.
Quick Design (Claude Code Game Studios)
Lightweight spec for small changes — tuning adjustments, minor mechanics.
Team Audio (Claude Code Game Studios)
Orchestrate the audio team — audio-director, sound-designer, technical-artist, gameplay-programmer — direction through implementation.
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.
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.