分类
面向 AI Agent 的游戏设计 Skills
这些 Skill 给 Agent 一份设计师的清单:一个品类要具备什么才好玩、关卡节奏怎么排、经济怎么平衡、分支剧情怎么写,在写代码之前先想清楚。
40 个免费的 Skills、MCP Servers 与套件
从这些游戏设计与叙事类 Skills 开始
Novel to Game
Agent skills for source-grounded adaptation of novels into games: cited design docs, target-runtime builds and evidence-based QA.
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.
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.
Map Systems (Claude Code Game Studios)
Decompose a concept into individual systems, map dependencies, prioritize design order, create the systems index.
Quick Design (Claude Code Game Studios)
Lightweight spec for small changes — tuning adjustments, minor mechanics.
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.
游戏设计与叙事类 Skill 能给 Agent 带来什么
品类蓝图
平台跳跃、Roguelike、RPG、FPS、解谜、塔防、卡牌、生存建造和视觉小说 Skills 会列出必备系统和可调参数。
Agent 能执行的设计文档
GDD、系统拆解、快速设计规格等 Skills 把想法整理成文档,供下一步(或下一个 Agent)照着实现。
关注手感与平衡
手感、关卡节奏和平衡检查类 Skills 关注的是游戏为什么好玩,而不只是能跑起来。
如何使用游戏开发 Skill
在 Claude Code、Codex、Cursor 或任何支持 SKILL.md 的 Agent 中,三步即可上手。
- 01
安装
运行 Skill 页面上的命令,或复制安装提示词让 Agent 自己运行。
- 02
用大白话提需求
直接描述你想要什么。需求和 Skill 匹配时 Agent 会自动加载,你也可以按名字调用。
- 03
检查并试玩
运行游戏,看看 Agent 改了什么,在同一个会话里继续让它修改。
为什么用 Skill,而不是直接写提示词?
提示词聊完就没了,Skill 会留在你的项目里:每次遇到同类任务,Agent 都会读同一份清单、引擎规则和常见坑,结果更稳定,你也不用反复交代。
全部游戏设计与叙事类 Skills
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 Feel & Juice
Add juice to actions: screen shake, hit-stop, eased motion, squash and stretch, knockback and layered audio-visual feedback.
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.
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 Platformer
Route a Bevy 0.20 platformer: coyote time and jump buffer on Mover, gravity on FixedUpdate, one-way ledges, follow camera.
Bevy Roguelike
Route a Bevy 0.20 roguelike: RunSeed resource, room entities, permadeath flag, turn energy, grid pickup.
Bevy Tower Defense
Bevy genre router for tower defense.
Game Design: GDD & Systems
Design systems and mechanics: GDD authorship, gameplay loops, economy balancing and player psychology.
Level Design: Encounters & Pacing
Design layout, pacing, encounter placement and environmental narrative.
Narrative Design
Design branching dialogue, lore architecture and environmental storytelling aligned to the GDD.