Directory
Game dev skills for your agent
209 hand-picked skills, MCP servers and starter kits. Filter by engine, task or the agent you use.
Showing 57 results
PixiJS Skills (official, v8)
The official PixiJS agent skills: 26 skills that teach AI coding agents correct PixiJS v8 usage, from Application setup, assets and the scene graph to filters, custom rendering, performance and v7 migration.
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.
3AGameFactory (GameFactory-3A)
An Apache-2.0 framework of agent skills and pipelines that turns a game requirement into assets (image, 3D, motion, audio, CG video) and engine-ready code for UE5, Blender, Unity, Godot 4 and three.js.
AssetFurnace (image-to-3dlab)
A local image-to-3D studio with an MCP server: prompt or picture in, a textured, rigged, animated GLB game character out, on Apple Silicon or NVIDIA.
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.
Unreal Engine Skills (quodsoler)
31 Unreal Engine C++ skills checked against the UE 5.8 headers: gameplay framework, GAS, animation, networking, rendering, AI, UI, tools and more.
Everything Game Dev Code
An MIT scaffold for AI-assisted game development: 42 agents, 66 commands, 100+ skills and 115 rules for Unity, Unreal, Godot and HTML5, with adapters for Claude Code, Codex, Cursor, OpenCode and Kiro. Plan, write a GDD, set up an engine project or build a whole game with /full-game.
Godot MCP Toolkit (NPGameDev)
A Godot 4.2+ editor addon that turns the editor into an MCP server: 150+ operations across scenes, scripts, nodes and playtests, a GDScript API to add your own tools, and bundled agent skills. Runs fully locally.
SPA: Aseprite Automation
Aseprite automation for AI agents as a CLI, an agent skill and an MCP server: create, edit, verify and export pixel art, animations, tilesets and sprite sheets in batch mode, keeping editable .aseprite sources.
trompe (texture a level from a gray blockout)
Texture a whole game level from a gray blockout with image models: trompe plans player-height cameras, has a model paint each view, projects the paintings back onto the mesh and bakes one albedo texture, exported as glTF.
FunPlay Skill
14 MIT agent skills for game development with scripts and tests: sprite-sheet slicing, normal maps, audio conversion, game concept briefs, browser game slices, Unity MCP workflow and Cocos/WeChat minigame rules.
ForgeSkills
20 gated game-development agent skills (orchestration, verification, Blender headless, procedural modeling, textures, animation, VFX, Godot and Unity pipelines) plus Python tools that measure the results. Apache-2.0.
Ludra
A 2D game engine built for AI agents: games are JSON, every error comes with a machine-readable fix, and the agent plays and tests its own game headlessly. Ships a Claude Code plugin and skill.
AI Mesh Weapon Rig (split, rig, fire/reload, FPS viewmodel)
A GameSkill original that turns one fictional prop mesh into a first-person viewmodel GLB. It splits the mesh by material or baked texture colour from a small parts spec, rigs rigid parts on root, slide, trigger and mag bones with muzzle, eject, mag and grip sockets, bakes fire, reload and inspect clips, measures the mechanism and checks the GLB. A three.js FPS viewer plays the clips and puts the muzzle flash on the socket. Prototype quality: generated meshes still need cleanup.
BabelDub
Agent skills that translate and re-voice a game you own in each character's original voice, using local models (VoxCPM2 + RVC), then repack FMOD banks or loose audio natively with backup and rollback.
Game Trailer from Code (Steam trailer and store images)
A GameSkill original: turn your own running game into a 15-second Steam gameplay trailer and every store image with code. Frame-exact capture, a JSON cut list, zh/en captions and SRT, a soundtrack synced to game events, an H.264/AAC encode, and a checker for Steam's trailer rules, loudness, the 6-second microtrailer and the capsule sizes.
Kart Drift Boost (tiers, windows, ramps)
A GameSkill original: arcade kart drift-boost rules that reward skill. Drifts charge three tiers, release opens a 0.85 s window you must press in, counter-steer adds a CUT bonus, ramps give one air and one landing boost, boosts take the maximum instead of stacking, and walls cancel everything pending.
One Sentence to Game (prompt, iterate, check)
A GameSkill original for any model: a round-1 prompt that turns one sentence into a small finished browser game, a one-change-per-round loop with a creation log, a reusable spec template, and a headless checker that reports console errors, blank frames and dead controls as PASS or FAIL. It does not promise one-shot.
One-button Flight (fair tap-to-flap)
A GameSkill original: the rules of a one-button flight game that is never unfair. Flaps set speed instead of adding it, a fixed-step simulation plays the same at 30 and 144 fps, the hitbox forgives grazes, and a seeded gap generator stays inside the reachable band, checked by an autopilot.
Procedural Low-Poly Buildings (kit, validator, views)
A GameSkill original: build stylised low-poly buildings in code from a small spec, then prove them: plot and height limits, a triangle budget per tier, closed outward meshes, supported parts, level roofs and side-only taper measured from silhouettes, plus front, side, top and 3/4 renders checked against the geometry.
roblox-dev-kit
Four agent skills and a Claude Code plugin for Roblox games: a professional Rojo/Luau toolchain, an environment doctor, Blender-to-Roblox export with Open Cloud upload, and license-checked free asset search.
Steam Launch Check (countdown, refunds, AI disclosure, retro)
A GameSkill original for the weeks around a Steam release: a countdown to every review deadline with business days and holidays, a refund-window check on playtest finish times, an item-by-item AI disclosure draft that rejects vague wording, a retro calculator for numbers exported from Steamworks, and review triage by playtime, version, topic and Steam Deck. Bilingual report, no dependencies, data stays local.