Build and ship games across multiple engines (Godot, Unity, Unreal, Roblox, Phaser, three.js) with ready-to-use patterns for mechanics, audio, UI, AI, and performance, plus deployment guides for Steam and itch.io.
Use Phaser 3 Arcade Physics: enable the world, give sprites bodies, set velocity/acceleration/gravity, and resolve collisions with colliders, overlaps, groups, and world bounds. Use when a Phaser game needs movement or collisions — when the user mentions Arcade Physics, this.physics, setVelocity, collider, overlap, gravity, onFloor, or a platformer/top-down controller. For game config, scenes, and the loader use phaser-core.
Set up and debug a Phaser 3 game: the Game config, the Scene lifecycle (init/preload/create/update), the asset loader, cameras, and cross-scene communication. Use when building or debugging a Phaser 3 game — when the user mentions Phaser, Phaser.Game, Phaser.Scene, preload/create/update, this.load, this.add, or scene transitions. For Arcade Physics movement/collisions use phaser-arcade-physics.
Build a PixiJS v8 render layer: create the async Application, load textures with Assets, compose the scene graph with Container and Sprite, drive the ticker loop, wire pointer events, and group draws with render groups. Use when building or debugging PixiJS v8 — when the user mentions PixiJS, Pixi, Application, app.stage, Container, Sprite, Assets.load, app.ticker, or eventMode. Pins the v8 async init() API.
Load glTF/GLB models in three.js with GLTFLoader and play their skinned animations with AnimationMixer, including DRACO/Meshopt-compressed meshes and KTX2 textures. Use when importing 3D models into three.js — when the user mentions glTF, GLB, GLTFLoader, AnimationMixer, animation clips, DRACOLoader, or "load a 3D model". For scene/camera/renderer setup use threejs-scene-setup; for materials and lights use threejs-materials-lighting.
Light and shade a three.js scene: choose materials (MeshStandardMaterial PBR vs unlit MeshBasicMaterial), add ambient/hemisphere/directional/point/spot lights, turn on shadow maps, and use an environment map (IBL) for realistic reflections. Use when a three.js model looks black, flat, or wrong — when the user mentions three.js materials, MeshStandardMaterial, lights, shadows, envMap, or PBR. For renderer/loop setup use threejs-scene-setup; for loading models use threejs-gltf-loading.
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Sign in to claimnpx claudepluginhub gamedev-skills/awesome-gamedev-agent-skills --plugin gamedevBased on adoption, maintenance, documentation, and repository signals. Not a security audit or endorsement.
Game-development expertise for AI coding agents — install once, and a router loads the right skill for whatever you're building.
Agent Skills are small capability files an AI agent loads only when it needs them. This repo gives your agent 66 game-dev skills and a router that picks the right ones for you. You describe what you're building; the agent loads the matching engine and task skills before it writes code.
One command, any agent. The skills CLI detects the
coding agent you already use and installs the router plus all 66 skills into the right place:
npx skills add gamedev-skills/awesome-gamedev-agent-skills
Add --list to preview first, -g to install for every project, or -a <agent> to target a
specific tool (-a cursor, -a claude-code, -a gemini-cli, …). The same SKILL.md files load
natively in Claude Code, Cursor, Windsurf, Cline, Codex, Gemini CLI, GitHub Copilot, Kiro, and
dozens more — there's nothing to convert.
Claude Code plugin (alternative). This repo is also a Claude Code plugin marketplace, so you can install it with Claude's own commands:
claude plugin marketplace add gamedev-skills/awesome-gamedev-agent-skills
claude plugin install gamedev@awesome-gamedev-agent-skills
Building in only one engine? Install a smaller bundle — router plus your engine:
claude plugin install router@awesome-gamedev-agent-skills
claude plugin install godot@awesome-gamedev-agent-skills # or: unity · unreal · web-engines · other-engines
Prefer to copy the files by hand, or want the exact per-tool paths? See
docs/INSTALLATION.md.
Then just talk to your agent — see below.
Describe the task in plain language. The router figures out the skills:
| You say | Skills it loads for you |
|---|---|
| "add a double jump to my Godot player" | godot-2d-movement + platformer |
| "make an inventory for my Unity RPG" | unity-scriptableobjects + rpg + save-systems |
| "procedural dungeon roguelike in Godot" | godot-tilemap + procedural-gen + roguelike |
| "how should I design save slots?" | save-systems |
| "publish my game on itch with butler" | itch-publish |
You never type the skill names on the right. That's the router's job.
You never name a skill. On each request the router does three things:
project.godot means Godot, a *.uproject
means Unreal, and so on. If it can't tell, it just asks.That's why "add a double jump to my Godot player" loads godot-2d-movement + platformer and
nothing else.
Agent tooling for Summer Engine: game-dev skills, lifecycle hooks, and a 52-tool MCP bridge to the local desktop app.
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.
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.
Editorial "Indie Game Dev" bundle for Claude Code from Antigravity Awesome Skills.
Agentic skills framework for Godot 4.x game development — 51 domain-specific skills for GDScript and C#
Develop, test, build, and deploy Godot 4.x games. Includes GdUnit4 testing, PlayGodot automation, web/desktop exports, CI/CD pipelines, and deployment.