Directory
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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Unreal Vibe Modding
Let an agent run Lua live inside a running Unreal Engine game through UE4SS: a uvmod CLI, an MCP server, a small bridge mod and an agent skill for building mods in small, checked steps.
Brainstorm (Claude Code Game Studios)
Guides the user through finding and choosing a game concept.
Localize (Claude Code Game Studios)
Localization pipeline — find hardcoded strings, extract string tables, cultural review, VO, RTL, enforce string freeze.
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 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.
Defold Core
Build and debug the core of a Defold game in Lua: game.project, collections, game objects, script lifecycle, go.property, input focus, URLs and messages, factories and collection proxies, with a read-only reference checker and a Bob build plus headless smoke run.
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.
Card Game
Build a card game: card data, deck/hand/discard zones, draw/shuffle/reshuffle, a turn structure, costs, and effect resolution.
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.
Game UI/UX
HUDs and menus that work on every screen: anchored layouts, resolution and safe-area scaling, gamepad focus and event-driven updates.
Godot Export
Export Godot 4.7 games for desktop, web and mobile: export presets, headless CLI builds for CI, web COOP/COEP and server builds.
Godot Headless Testing
Run GDScript test suites from the command line with `godot --headless`, using a SceneTree/MainLoop runner script that exits non-zero on failure so CI can gate merges.
Godot UI (Control Nodes)
Godot 4.7 interfaces with Control nodes: anchors, containers, themes and keyboard or gamepad focus navigation.
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.
Shader Programming
Write game shaders from cross-engine fundamentals — the vertex→fragment pipeline, coordinate spaces, UV math, and common 2D/3D effects (tint, UV scroll, dissolve, outline, fresnel rim, vignette) in GLSL with HLSL equivalents.
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 2D Game Kit (Scenario)
Build a 2D game in Godot 4.7: platformer and top-down controllers, TileMapLayer and terrains, camera smoothing, pixel-perfect scaling, 2D lights, y-sort and parallax.