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By MRCalderon3D
Orchestrate full game development workflows for Unity, Unreal, Godot, and web projects—from design docs, asset pipelines, and gameplay systems to build automation, platform certification, and live-ops—using reusable agents, skills, and commands that enforce project standards and reduce manual process risk.
npx claudepluginhub mrcalderon3d/everything-game-dev-codeCommands are the preferred entry points for work in this scaffold. Each command defines a specific task, the conditions under which it applies, and which agents it invokes. Starting work through a command ensures the right roles are activated and the right standards are applied.
Review 2D art assets for naming, resolution, atlas config, animation, tilemap rules, and placeholder readiness.
Functional audio review for implementation, mix coverage, clarity, and player feedback.
Classify bugs, assign severity and priority, and propose next actions.
Review the current state against certification and platform compliance expectations.
Owns 2D art pipeline quality — sprites, tilemaps, 2D animations, UI visual assets, and placeholder assets.
Agent files define the specialized roles that carry out work in this scaffold. Each agent has a fixed identity, a set of responsibilities, and a declared toolset. When a command invokes an agent, it activates that agent's behavior and constraints for the duration of the task.
Reviews accessibility, rebindings, contrast, readability, and inclusive UX coverage.
Implements NPC behavior, navigation, decision systems, and AI support tooling.
Implements animation state logic, blending, sync, and event-driven hooks.
Define authoring, import, and state machine rules for frame-by-frame and skeletal 2D animations.
Define a visual direction that artists, UI, technical art, and marketing can execute consistently.
Integrate music, SFX, VO, mixing, and reactive audio behavior so audio supports gameplay and UX.
Plan and implement cinematic content without breaking gameplay flow, performance, or content maintainability.
Manage dialogue and text content so it remains editable, implementable, localizable, and testable.
Uses power tools
Uses Bash, Write, or Edit tools
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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.
Agent tooling for Summer Engine: game-dev skills, lifecycle hooks, and a 44-tool MCP bridge to the local desktop app.
Commands for game development workflows
Editorial "Indie Game Dev" bundle for Claude Code from Antigravity Awesome Skills.
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.
Develop, test, build, and deploy Godot 4.x games. Includes GdUnit4 testing, PlayGodot automation, web/desktop exports, CI/CD pipelines, and deployment.
Unity · Unreal Engine · Godot · HTML/JS — strict engine isolation, shared standards.
Not just a prompt collection — a structured operating system for game projects that combines:
git clone https://github.com/MRCalderon3D/everything-game-dev-code.git
cd everything-game-dev-code
npm run setup:hooks
npm run setup:hooks wires the repo's pre-commit checks (structure sync + validation) so committed artifacts never drift; it needs Node.js 18+ and takes one second.
Open the folder in your AI coding assistant (Claude Code, Cursor, Codex, OpenCode, or Kiro). The scaffold is loaded from the assistant's adapter plus the shared AGENTS.md, rules/, commands/, agents/, and skills/ layers.
Then type commands in the chat:
| Command | What it does |
|---|---|
/plan | Outline your project before coding |
/gdd | Generate a Game Design Document |
/tdd | Apply test-driven development to the current task |
/scene-bootstrap | Scaffold a new scene |
/unity-setup | Bootstrap a Unity project with conventions |
/unity-build-fix | Diagnose and fix Unity build errors |
/godot-setup | Bootstrap a Godot project |
/unreal-setup | Bootstrap an Unreal project |
/full-game | Orchestrate an entire game from scratch (experimental) |
You don't have to follow a specific order. Pick whatever command fits your current need — start a new project, generate a GDD for an existing one, run a QA review, or fix a build error.
The guides/Dash & Collect/ folder contains a full tutorial that walks through building a game using the scaffold's commands, agents, skills, and contexts across all project phases.
The PirateInvaders/ folder contains a complete HTML game built with the /full-game command in a single pass. For real projects, we recommend going step by step.
This scaffold is organized in layers:
rules/ — what good looks likeagents/ — who does the workcommands/ — how work startsskills/ — how work is executed wellcontexts/ — how priorities shift by phasehooks/ — how workflow safeguards are enforcedmanifests/ — how subsets are installed by profileschemas/ — JSON validation for manifests, hooks, and pluginsdocs/templates/ — structured templates for GDD, TDD, QA plans, and other deliverablesdocs/orchestration/ — agent routing, role handoffs, and workflow sequencestests/ — how the scaffold verifies itselfThe repository is intentionally split into:
rules/common/rules/unity/rules/unreal/rules/godot/And equivalent skill / command / review layers where needed.
Shared documents should describe intent, ownership, and quality bars. Engine-specific files should describe implementation conventions inside that engine only.
Each harness adapter points back to the same shared scaffold rather than becoming a second source of truth.