By hubdev-ai
Generate full playable Godot 4 games from natural language prompts using Claude AI. Direct scenes, create player/enemy behaviors, build UI, add polish via 14 specialized skills. Integrate directly with Godot editor through MCP tools and use Stop hook for uninterrupted completion.
npx claudepluginhub hubdev-ai/godot-ai-builderVisual quality system for Godot games. Creates polished, layered procedural visuals using shaders, _draw(), particles, and post-processing. Also handles external art pipelines (user-provided or AI-generated sprites). The goal is games that look intentional and stylish — never flat colored rectangles.
Master router and orchestrator for AI game generation in Godot 4. GODOT 4 ONLY — never create HTML/JS/TS web apps, Unity, Unreal, or any non-Godot project. "web game" = Godot game with HTML5 export. "mobile game" = Godot with touch input. The current directory already contains a Godot project — write all files here. Triggers on: "create a game", "add feature", "build", "make", "generate".
Internal development skill for working on the AI Game Builder plugin itself. NOT for game generation — this is for modifying the builder's skills, MCP server, Godot plugin, hooks, docs, and tooling. Load this when continuing builder development. Triggers on: "improve the builder", "add a new skill", "fix the MCP server", "update the plugin", or any request about developing the AI Game Builder itself.
Game Director — the project manager for AI game generation in Godot 4. GODOT 4 ONLY — never create HTML/JS/TS web apps, Unity, Unreal, or any non-Godot project. "web game" = Godot + HTML5 export. "mobile game" = Godot + touch input. The current directory already contains a Godot project — write all files here. Triggers on: "create a game", "build a complete game", "build from these docs".
Requirements Distiller — takes complex game design documents (GDDs, PRDs, feature lists) and produces a scoped, single-session build plan that the builder can actually deliver. Prevents scope explosion by identifying the core gameplay loop and stripping everything else. Triggers on: "distill", "scope", "session plan", or when the builder detects complex multi-doc input.
Audio, visual effects, tweens, particles, screen shake, shaders, and game feel. Use when adding polish: explosions, hit feedback, music, SFX, trails, glow. Includes shader-based effects and procedural sound generation.
Enemy AI, spawn systems, boss patterns, and pathfinding for Godot 4. Use when creating enemies, wave systems, AI behavior, or boss fights. Contains complete scripts for chase, patrol, ranged, and boss enemies. All enemies include layered procedural visuals (not flat shapes).
GDScript language patterns, idioms, and common mistakes for Godot 4.3+. Use when writing any GDScript code, checking syntax, or debugging script errors. Covers typed variables, signals, coroutines, groups, and best practices.
Bootstrap a Godot 4 project from scratch or verify an existing project structure. Use when: starting a new game, initializing folder structure, configuring project.godot, or verifying a project is set up correctly.
MCP tool operations: run game, read errors, reload filesystem, iterate fixes. Use when testing, debugging, or running the build-test-fix loop. This is the "DevOps" skill for AI game generation. CRITICAL: Always use MCP tools, never raw curl. Always report progress.
Collision layers, physics bodies, Area2D triggers, and detection patterns. Use when setting up collision, creating hitboxes, or debugging physics issues.
Player controller implementations for every genre. Use when creating player movement, shooting, jumping, or any player interaction. Contains complete, tested scripts for top-down, platformer, twin-stick, and point-and-click controllers. All controllers include layered procedural visuals (not flat shapes).
Game feel, juice, and visual quality. The difference between a prototype and a game people want to play. Use in Phase 5 of the Director workflow, or whenever the user says "make it look good", "add polish", "add juice", or "it feels flat".
Scene creation and node hierarchy architecture for Godot 4. Use when building scenes, choosing between programmatic vs .tscn, designing node trees, or connecting scripts to scenes. CRITICAL: prefer programmatic scene building for generated code.
Genre-specific game templates with complete file manifests. Use when creating a game from a genre prompt. Each template lists every file to create, the node hierarchy, and the key mechanics to implement.
UI systems for Godot 4: HUD, menus, game over screens, dialog boxes, health bars, and screen transitions. Use when building any user interface.
Agentic skills framework for Godot 4.x game development — 45 domain-specific skills for GDScript and C#
Develop, test, build, and deploy Godot 4.x games with Claude Code. Includes GdUnit4 testing, web/desktop exports, CI/CD pipelines, and deployment to Vercel/GitHub Pages/itch.io.
Comprehensive Godot game development plugin for Claude Code featuring project setup, scene/UI templates, debugging tools, performance optimization, and interactive planning agents. Supports 2D/3D game development with rapid iteration workflows.
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 Godot Engine integration — 17 tools for game development
Admin access level
Server config contains admin-level keywords
Share bugs, ideas, or general feedback.
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.
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