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Game dev skills for your agent
230 hand-picked skills, MCP servers and starter kits. Filter by engine, task or the agent you use.
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Roblox Simulator Economy
Design, balance and implement the economy of a Roblox simulator, tycoon, clicker or idle game in Luau: cost curves, buy max, rebirths, offline earnings, big-number display, server-owned purchases, save repair and odds disclosure, with a Lune pacing calculator.
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 Audio Design
Engine-neutral game audio: mixer buses and decibel gain, ducking, adaptive music through layering, SFX variation and beat sync.
Game Feel & Juice
Add juice to actions: screen shake, hit-stop, eased motion, squash and stretch, knockback and layered audio-visual feedback.
Game Save Systems
Design save/load for game state — choosing what to serialize, file formats, save slots, atomic crash-safe writes, schema versioning and migration, and autosave.
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.
Godot VFX & Game Feel (Scenario)
Make and fix particle effects in Godot 4.7, such as explosions, projectile trails, impacts, smoke and sub-emitters, within mobile budgets, plus hit-stop and screen shake.
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 Economy System
Bevy ECS economy: Wallet components, a PriceTable resource, Purchase and Transfer messages, vendor stock.
Bevy Platformer
Route a Bevy 0.20 platformer: coyote time and jump buffer on Mover, gravity on FixedUpdate, one-way ledges, follow camera.