By fcsouza
Complete game development plugin — 26 skills, 7 commands, 3 agents, 5 hooks. Genre-agnostic patterns for any game type.
npx claudepluginhub fcsouza/agent-skills --plugin standalone-skillsComprehensive game MVP interviewer and planner. Interviews you in progressive groups, researches genre conventions and reference games, then produces an actionable MVP First Draft with starter project files.
Execute in this exact order:
Builds a game component from the MVP plan — production TypeScript + Vitest tests + mock dependencies + build registry tracking. Run /game-architect first to generate the plan.
Adds a new feature to an existing MVP plan — scoped architect interview, scope validation against original plan, and integration into the build sequence. Run /game-architect first.
Adds or updates a single world lore entry (faction, location, NPC, or event) — validates against existing lore for consistency, applies the right template, and updates docs/world-lore.md.
Designs a single quest end-to-end — coherence check, objective tree, quest brief, and registry entry. Requires docs/world-lore.md and docs/quest-registry.md.
Audits existing game code against plugin patterns — checks server-authority, schema conventions, auth security, payment safety, narrative coherence, and MVP scope drift. Use after building components or before committing.
Use for game design work — core loops, economy balance, level design, progression systems, UX flows, feature specs. Triggers on: design, balance, economy, progression, player experience, core loop, level design, UI flow, game feel, monetization, retention.
Use for implementing server-side game systems — schemas, API routes, WebSocket handlers, job queues, Redis patterns, auth, and payments. Triggers on: implement, add endpoint, create schema, set up queue, write migration, add WebSocket, fix bug, server-side, backend.
Use for all narrative content — quests, characters, NPCs, world lore, story arcs, factions, dialogue. Triggers on: create quest, add character, write NPC, world lore, story arc, faction, dialogue, narrative, coherence check.
Use when designing core game loops, feedback systems, player motivation models, MDA framework analysis, progression curves, difficulty tuning, reward schedules, or any genre-agnostic game design theory.
Use when designing virtual economies, currencies, sink/faucet balance, loot tables, crafting systems, shops, or inflation control. Triggers: economy, currency, sinks, loot, inflation, crafting, shop.
Use when designing game levels, environments, difficulty curves, pacing, encounter placement, or spatial layouts for any game genre. Triggers: level, pacing, difficulty curve, encounter, environment, spatial design.
Use when implementing procedural content generation, dungeon or map generation, procedural loot tables, world seeds, noise-based terrain, NPC behavior variation, or wave function collapse. Triggers: procedural, dungeon gen, map gen, loot table, world seed, noise, BSP, wave function collapse, randomization.
Use when designing quests, missions, objectives, quest trees, or reward structures. Requires quest-narrative-coherence check before any quest creation. Triggers: quest, mission, objectives, quest tree, rewards.
Use when designing or implementing skill trees, talent trees, ability progression systems, or unlock graphs. Triggers: skill tree, talent tree, ability tree, progression system, unlock, prestige, node, skill points.
Use when designing game UI — HUD patterns, menu systems, onboarding flows, feedback loops, accessibility features, or notification systems. Triggers: HUD, menu, onboarding, accessibility, UI, UX, game interface.
Use when implementing authentication, login flows, OAuth, JWT sessions, or role-based access control (RBAC) for games with BetterAuth. Triggers: auth, login, OAuth, JWT, roles, permissions, RBAC.
Use when implementing job queues, matchmaking systems, async game events, delayed jobs, or scheduled tasks with BullMQ. Triggers: queue, matchmaking, async events, jobs, workers, scheduling.
Use when adding audio to a game — SFX generation, adaptive music, voice acting, and audio state machine integration. Covers BOTH ElevenLabs API AND Vertex AI Lyria as user-choosable alternatives for game audio production.
Use when building game servers, WebSocket connections, room management, game tick loops, or server-authoritative architecture with Elysia. Triggers: game server, WebSocket, rooms, tick loop, server architecture, multiplayer backend.
Use when implementing client-server state synchronization, delta compression, optimistic updates, rollback netcode, or real-time game state reconciliation. Triggers: state sync, netcode, delta, rollback, interpolation, prediction.
Use when tracking player events, implementing retention analytics, building engagement funnels, measuring D1/D7/D30 retention, or setting up gameplay telemetry. Triggers: analytics, telemetry, events, retention, D1 D7 D30, funnel, engagement, session tracking, player behavior.
Use when implementing player matchmaking, skill-based match selection, lobby systems, queue management, or rank-based grouping. Triggers: matchmaking, lobby, queue, ELO, skill-based, rank, match players, pairing, bracket.
Use when designing game database schemas, player data models, inventory systems, or working with Drizzle ORM and PostgreSQL for games. Triggers: database, schema, Drizzle, players, inventory, leaderboards, game data.
Use when implementing Redis patterns for games — caching, leaderboards, pub/sub messaging, session storage, rate limiting, or ephemeral game state. Triggers: Redis, cache, leaderboard, pub/sub, rate limit, session.
Use when implementing game payments, in-app purchases, subscriptions, Stripe webhooks, or monetization flows. Triggers: payments, IAP, subscription, Stripe, checkout, webhooks, monetization.
Use when creating game characters, NPCs, character arcs, dialogue systems, archetypes, or character bibles. Triggers: character, NPC, dialogue, archetype, character bible, motivation arc.
Use when creating any quest, mission, or story content — enforces the 5-step narrative coherence check: lore validation, conflict detection, quest registry, and contradiction prevention. Triggers: coherence check, lore validation, quest registry, narrative consistency.
Use when designing interactive narratives, branching storylines, player agency systems, non-linear story structures, or act frameworks for games. Triggers: branching narrative, player agency, story arc, interactive story, dialogue.
Use when creating game worlds, lore, factions, geography, timelines, or establishing world consistency rules. Genre-agnostic — works for fantasy, sci-fi, modern, or abstract settings. Triggers: lore, factions, geography, world bible, world creation.
Use when setting up CI/CD pipelines, GitHub Actions workflows, deployment automation, migration safety, or staging environments for game projects. Triggers: CI/CD, GitHub Actions, deployment, pipeline, staging.
Use when starting a game project, choosing which skill to read, or navigating the game-dev skill ecosystem. Entry point for AI agents working on game development. Triggers: workflow, which skill, how to start, game project setup.
Use when configuring Cursor IDE or OpenAI Codex for game development — .cursorrules files, prompt conventions, context injection. Triggers: cursor, .cursorrules, codex, IDE setup.
Use when implementing game monitoring, structured logging, player telemetry, alerting rules, or performance budgets. Triggers: monitoring, logging, telemetry, alerts, observability, metrics.
Comprehensive game development learning system with 7 specialized agents, 21 in-depth skills, 4 slash commands, and automation hooks. Master game design, programming, graphics, audio, networking, tools, and publishing across Unity, Unreal Engine, and Godot.
Executes bash commands
Hook triggers when Bash tool is used
Modifies files
Hook triggers on file write and edit operations
Requires secrets
Needs API keys or credentials to function
Share bugs, ideas, or general feedback.
A game development scaffold for Claude Code with layered rules, specialized agents, reusable skills, workflow commands, contexts, hooks, and engine-isolated packs for Unity, Unreal, and Godot.
Editorial "Indie Game Dev" bundle for Claude Code from Antigravity Awesome Skills.
A comprehensive game development module with agents and workflows for preproduction, design, architecture, production, and testing across Unity, Unreal, and Godot. Part of the BMad Method ecosystem.
The game studio for the agent internet. Build, monetize, and ship browser games with one command. Phaser 2D, Three.js 3D, Play.fun monetization. Works with 40+ AI coding agents.
Game development engineering agents providing expertise in engine architecture, gameplay systems, and performance optimization
Uses power tools
Uses Bash, Write, or Edit tools
Uses power tools
Uses Bash, Write, or Edit tools
Share bugs, ideas, or general feedback.