Game development tools, asset pipelines, version control, build systems, and team development workflows for efficient production.
Provides Git LFS configuration, branching strategies, and build automation scripts for game development workflows. Use when managing large assets, setting up CI/CD pipelines, or organizing team version control.
/plugin marketplace add pluginagentmarketplace/custom-plugin-game-developer/plugin install custom-plugin-game-developer@pluginagentmarketplace-game-developerThis skill inherits all available tools. When active, it can use any tool Claude has access to.
assets/tools_config.yamlreferences/TOOLS_GUIDE.mdscripts/workflow_manager.py┌─────────────────────────────────────────────────────────────┐
│ GAME DEV TOOL STACK │
├─────────────────────────────────────────────────────────────┤
│ ENGINE: Unity / Unreal / Godot │
│ │
│ IDE: Visual Studio / Rider / VS Code │
│ │
│ VERSION CONTROL: │
│ Git + LFS (indie) / Perforce (large teams) │
│ │
│ ART TOOLS: │
│ Blender / Maya / Substance Painter / Photoshop │
│ │
│ AUDIO: │
│ Wwise / FMOD / Reaper / Audacity │
│ │
│ PROJECT MANAGEMENT: │
│ Jira / Notion / Trello / Linear │
│ │
│ COMMUNICATION: │
│ Slack / Discord / Teams │
└─────────────────────────────────────────────────────────────┘
GIT BRANCHING STRATEGY:
┌─────────────────────────────────────────────────────────────┐
│ │
│ main ─────●─────────●─────────●─────────● (releases) │
│ ↑ ↑ ↑ ↑ │
│ develop ──●──●──●───●──●──●───●──●──●───● (integration) │
│ ↑ ↑ ↑ ↑ │
│ feature/X─●──● ●──● │
│ │
│ BRANCH TYPES: │
│ main: Production releases only │
│ develop: Integration branch, daily builds │
│ feature/*: New features, short-lived │
│ fix/*: Bug fixes │
│ release/*: Release preparation │
└─────────────────────────────────────────────────────────────┘
GIT LFS CONFIGURATION:
┌─────────────────────────────────────────────────────────────┐
│ .gitattributes: │
│ *.psd filter=lfs diff=lfs merge=lfs -text │
│ *.fbx filter=lfs diff=lfs merge=lfs -text │
│ *.wav filter=lfs diff=lfs merge=lfs -text │
│ *.mp3 filter=lfs diff=lfs merge=lfs -text │
│ *.png filter=lfs diff=lfs merge=lfs -text │
│ *.tga filter=lfs diff=lfs merge=lfs -text │
│ *.zip filter=lfs diff=lfs merge=lfs -text │
└─────────────────────────────────────────────────────────────┘
COMMIT MESSAGE FORMAT:
┌─────────────────────────────────────────────────────────────┐
│ PREFIX: Description (max 50 chars) │
│ │
│ PREFIXES: │
│ feat: New feature │
│ fix: Bug fix │
│ art: Art/visual changes │
│ audio: Sound/music changes │
│ level: Level design changes │
│ refactor: Code restructuring │
│ perf: Performance improvements │
│ test: Test additions/changes │
│ ci: CI/CD changes │
│ docs: Documentation │
│ │
│ EXAMPLES: │
│ feat: Add double jump ability │
│ fix: Resolve player falling through floor │
│ art: Update hero character textures │
│ perf: Optimize enemy spawning system │
└─────────────────────────────────────────────────────────────┘
# ✅ Production-Ready: Build Script
import subprocess
import os
from datetime import datetime
class GameBuilder:
def __init__(self, project_path: str, unity_path: str):
self.project_path = project_path
self.unity_path = unity_path
self.build_number = self._get_build_number()
def build(self, platform: str, config: str = "Release"):
build_path = f"Builds/{platform}/{self.build_number}"
args = [
self.unity_path,
"-quit",
"-batchmode",
"-projectPath", self.project_path,
"-executeMethod", "BuildScript.Build",
f"-buildTarget", platform,
f"-buildPath", build_path,
f"-buildConfig", config,
"-logFile", f"Logs/build_{platform}.log"
]
result = subprocess.run(args, capture_output=True)
if result.returncode != 0:
raise Exception(f"Build failed: {result.stderr}")
return build_path
def _get_build_number(self) -> str:
return datetime.now().strftime("%Y%m%d.%H%M")
AGILE SPRINT WORKFLOW:
┌─────────────────────────────────────────────────────────────┐
│ DAY 1: Sprint Planning │
│ • Review backlog │
│ • Commit to sprint goals │
│ • Break into tasks │
├─────────────────────────────────────────────────────────────┤
│ DAILY: Standup (15 min) │
│ • What did you do? │
│ • What will you do? │
│ • Any blockers? │
├─────────────────────────────────────────────────────────────┤
│ CONTINUOUS: Development │
│ • Work on tasks │
│ • Daily builds/tests │
│ • Code reviews │
├─────────────────────────────────────────────────────────────┤
│ PLAYTEST: Mid-sprint │
│ • Team plays current build │
│ • Gather feedback │
│ • Adjust priorities │
├─────────────────────────────────────────────────────────────┤
│ END: Sprint Review + Retro │
│ • Demo completed work │
│ • What went well/poorly? │
│ • Improvements for next sprint │
└─────────────────────────────────────────────────────────────┘
┌─────────────────────────────────────────────────────────────┐
│ PROBLEM: Merge conflicts in scene files │
├─────────────────────────────────────────────────────────────┤
│ SOLUTIONS: │
│ → Use prefabs instead of scene objects │
│ → Smart merge tools (Unity Smart Merge) │
│ → Coordinate who works on which scenes │
│ → Use scene additivity │
└─────────────────────────────────────────────────────────────┘
┌─────────────────────────────────────────────────────────────┐
│ PROBLEM: Repository growing too large │
├─────────────────────────────────────────────────────────────┤
│ SOLUTIONS: │
│ → Configure Git LFS properly │
│ → Clean up old branches │
│ → Don't commit generated files (Library/) │
│ → Use .gitignore templates for game engines │
└─────────────────────────────────────────────────────────────┘
┌─────────────────────────────────────────────────────────────┐
│ PROBLEM: Builds breaking frequently │
├─────────────────────────────────────────────────────────────┤
│ SOLUTIONS: │
│ → Add CI build on every PR │
│ → Implement smoke tests │
│ → Require passing builds before merge │
│ → Add pre-commit hooks for validation │
└─────────────────────────────────────────────────────────────┘
# Unity
Library/
Temp/
Obj/
Build/
*.csproj
*.unityproj
*.sln
# Unreal
Intermediate/
Saved/
DerivedDataCache/
*.sln
# Common
*.log
*.tmp
.DS_Store
Thumbs.db
Use this skill: When setting up pipelines, managing assets, or automating builds.
This skill should be used when the user asks to "create an agent", "add an agent", "write a subagent", "agent frontmatter", "when to use description", "agent examples", "agent tools", "agent colors", "autonomous agent", or needs guidance on agent structure, system prompts, triggering conditions, or agent development best practices for Claude Code plugins.
This skill should be used when the user asks to "create a slash command", "add a command", "write a custom command", "define command arguments", "use command frontmatter", "organize commands", "create command with file references", "interactive command", "use AskUserQuestion in command", or needs guidance on slash command structure, YAML frontmatter fields, dynamic arguments, bash execution in commands, user interaction patterns, or command development best practices for Claude Code.
This skill should be used when the user asks to "create a hook", "add a PreToolUse/PostToolUse/Stop hook", "validate tool use", "implement prompt-based hooks", "use ${CLAUDE_PLUGIN_ROOT}", "set up event-driven automation", "block dangerous commands", or mentions hook events (PreToolUse, PostToolUse, Stop, SubagentStop, SessionStart, SessionEnd, UserPromptSubmit, PreCompact, Notification). Provides comprehensive guidance for creating and implementing Claude Code plugin hooks with focus on advanced prompt-based hooks API.