Directory
Game dev skills for your agent
177 hand-picked skills, MCP servers and starter kits. Filter by engine, task or the agent you use.
Showing 66 results
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.
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.
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.
OrcDev Point-and-Click Adventure Skills
Ten agent skills and a template for making a fully voiced point-and-click adventure in Godot, pulled out of the production of OrcDev's game Past. No license is published, so see the repository for use.
Hermes GameForge
A game-development plugin for Hermes Agent with 10 agent skills and 9 tools: SFX, music, NPC voices, pixel sprites, tilesets, low-poly 3D, web/Godot/Unity builds, a playtester that plays the build, and itch.io export. Runs offline by default.
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.
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.
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.
Game Camera Systems
Cameras that feel good: 2D follow with deadzone and look-ahead, 3D orbit with collision, first-person look, multi-target framing and shake.
Game Feel & Juice
Add juice to actions: screen shake, hit-stop, eased motion, squash and stretch, knockback and layered audio-visual feedback.
Game Input Systems
Game input architecture: action mapping, rebinding with conflict checks, keyboard, gamepad and touch, deadzones, buffering and coyote time.
Game Performance Optimization
Fix performance methodically: profile first, set a frame budget, find the CPU or GPU bottleneck, then pool, batch and cut allocations.
Game Physics Tuning
Stable, good-feeling physics: fixed timestep with interpolation, mass and drag, CCD against tunneling, jitter fixes and collision layers.
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.
Game UI/UX
HUDs and menus that work on every screen: anchored layouts, resolution and safe-area scaling, gamepad focus and event-driven updates.