目录
给你的 Agent 装上游戏开发技能
精选 230 个 skills、MCP Servers 和 Starter Kits,可按引擎、任务或你用的 Agent 筛选。
共 23 条结果
Awesome Gamedev Agent Skills
77 portable SKILL.md skills across 12 engines (Godot, Unity, Unreal, Phaser, PixiJS, three.js, Bevy, pygame, LÖVE, Roblox, Defold, Ebitengine), with a router.
Novel to Game
Agent skills for source-grounded adaptation of novels into games: cited design docs, target-runtime builds and evidence-based QA.
GodotPrompter
Agentic skills framework for Godot 4.x: domain-specific skills for project setup, architecture and gameplay systems.
Video to Game
Treat a short gameplay video as the design document: study its frames, palette and cuts, build one playable Three.js game around its one mechanic, then prove it with side-by-side frames and a recorded keyboard playtest. GameSkill tested the whole loop with code-made assets; the author's fal asset step is optional and paid.
Godot UI Integration
A Codex skill for building Godot UI from approved designs, with editor-visible scenes and runtime visual-parity checks.
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.
De-AI Game UI (remove the generic AI look from menus and HUDs, checked by a lint)
A GameSkill original that strips the tells of AI-made game UI (purple-blue gradients, glass panels, neon glows, emoji icons, one big radius, everything centred, identical buttons, epic-journey copy) and rebuilds the screen from the game's own world. Ships a 12-rule lint that reads computed styles in headless Chrome for any framework, a before/after pause menu and a mutation test proving every rule can fail.
Godot, One Mechanic at a Time (reference folder, grey box, tested mechanics)
A GameSkill original for building a Godot 4 game with an agent in an order that holds up: a reference folder with a style-prompt JSON, a grey box, then one mechanic per prompt in its own script with its own headless playtest, re-running every earlier playtest before the next. Ships templates, checkers for the reference folder and project layout, and a tested 2D example (run and jump, then glide across a gap) whose playtests catch a broken mechanic.
Mechanic Picker (choose 2-3 mechanics that need each other, one page, bot playtest)
A GameSkill original for the step before building: pick two or three game mechanics that work together from 24 cards, scored against your input, day budget and wanted feel, write them on one checked page with a playtest question each, and prove the pair makes a game with a quick bot playtest. Worked example: Lantern Ferry, whose first numbers the bots caught as a one-strategy game.
Style Cards (one art style as hard limits, switch looks by switching cards)
A GameSkill original that writes a game's art style down as a card of measurable limits (canvas, colours and palette, alpha, triangles, shading, materials, textures, voxel grid), pastes it into every asset request and checks every asset against it. Ships 12 cards from pixel and one-bit to low-poly, voxel and toon, a no-dependency PNG checker, a Blender GLB checker and a palette locker; switch the whole look by switching the card.
Brainstorm (Claude Code Game Studios)
Guides the user through finding and choosing a game concept.
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.
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.
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.
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.