目录
给你的 Agent 装上游戏开发技能
精选 162 个 skills、MCP Servers 和 Starter Kits,可按引擎、任务或你用的 Agent 筛选。
共 125 条结果
MCP for Blender (blender-mcp)
Community plugin to control Blender with any LLM. The most-starred game-adjacent MCP server on GitHub.
MCP for Unity (CoplayDev)
A bridge between AI assistants and the Unity Editor: manage assets, control scenes, edit scripts and automate tasks.
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.
Unreal MCP (chongdashu)
Control Unreal Engine through natural language from Cursor, Windsurf or Claude Desktop via MCP.
Unreal MCP (EngineWire)
A comprehensive MCP server that controls Unreal Engine through a native C++ automation-bridge plugin. Supports UE 5.0 to 5.8.
Aseprite AI Artist
Your coding agent paints pixel art in the Aseprite window you already have open: draws, checks its work, animates and exports.
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.
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.