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From antigravity-awesome-skills
Transforms game ideas into Unity 6+ projects with AI-generated asset prompts, scene blueprints, music/SFX, GDDs, and phased development to deployment plans.
npx claudepluginhub sickn33/antigravity-awesome-skills --plugin antigravity-awesome-skillsHow this skill is triggered — by the user, by Claude, or both
Slash command
/antigravity-awesome-skills:unity-ai-game-creatorThe summary Claude sees in its skill listing — used to decide when to auto-load this skill
This skill transforms a raw game concept into a fully structured Unity development plan with AI-generated assets, scenes, music, scripts, and deployment-ready builds. It guides the agent through a 5-phase pipeline — from extracting core game dimensions to producing ready-to-use AI prompts for every asset category — using the latest Unity 6+ features and AI tooling ecosystem. Unlike generic Unit...
Transforms raw game ideas into complete Unity development plans with AI-generated assets, scene blueprints, music/SFX prompts, and step-by-step procedures using Unity 6+ and modern AI tools.
Builds Unity games with optimized C# scripts, URP/HDRP rendering pipelines, asset management, performance profiling, and cross-platform deployment for Unity 6 LTS.
Orchestrates the full game-dev pipeline from brainstorm to ship, delegating to specialist skills with explicit checkpoints. Trigger on 'make me a game' or 'build a game'.
Share bugs, ideas, or general feedback.
This skill transforms a raw game concept into a fully structured Unity development plan with AI-generated assets, scenes, music, scripts, and deployment-ready builds. It guides the agent through a 5-phase pipeline — from extracting core game dimensions to producing ready-to-use AI prompts for every asset category — using the latest Unity 6+ features and AI tooling ecosystem. Unlike generic Unity reference skills, this skill is workflow-driven: the user provides an idea, and the agent delivers a complete, actionable game development roadmap.
Execute these phases in order. Each phase produces concrete deliverables before advancing.
PHASE 1: IDEATION ──▶ PHASE 2: BLUEPRINT ──▶ PHASE 3: GENERATION ──▶ PHASE 4: ASSEMBLY ──▶ PHASE 5: DEPLOYMENT
Game Brief GDD + Scenes AI Prompts + Assets Project Setup Build + Store
Genre Analysis Architecture Scripts + Audio Core Systems QA + Submit
Scope Assessment Scene Blueprints Voice + UI Polish + Juice Analytics
Extract and clarify these dimensions from the user's game idea. Ask only for what is ambiguous — infer the rest from context.
| Dimension | What to Extract | If Unclear |
|---|---|---|
| Genre | Primary + secondary genre blend | Suggest 3 genre combinations |
| Platform | Mobile, PC, Console, WebGL, VR/AR | Recommend based on scope |
| Perspective | 2D, 2.5D, 3D, Top-down, Side-scroll, FPS, TPS | Infer from genre |
| Art Style | Realistic, Stylized, Pixel, Low-poly, Anime, Painterly | Suggest 3 options |
| Core Loop | The 30-second repeating gameplay action | Identify from description |
| Target Audience | Age range, gamer profile, platform habits | Recommend based on genre |
| Session Length | Average play session duration | Infer from platform + genre |
| Monetization | Free-to-play, Premium, Hybrid | Recommend based on platform |
| Scope | Solo dev, small team, studio | Ask if not obvious |
| Timeline | MVP in weeks, full release target | Suggest realistic milestones |
Also provide:
Scope Calibration:
| Scope | Timeline | Team Size | Feature Budget |
|---|---|---|---|
| Prototype | 1–2 weeks | Solo | Core loop only |
| Vertical Slice | 4–6 weeks | Solo–2 | 1 complete level + polish |
| MVP | 8–12 weeks | 2–4 | 3–5 levels + save + UI |
| Full Release | 16–24+ weeks | 3–8 | Complete content + multiplayer |
Generate a structured GDD covering:
For each scene, produce a hierarchy covering:
Provide recommended project folder structure:
Assets/_Project/
├── Scripts/ (Core, Gameplay, UI, Data, Audio, Utilities)
├── Prefabs/ (Characters, Environment, UI, VFX)
├── Scenes/
├── Art/ (Models, Textures, Materials, Animations, UI_Assets)
├── Audio/ (Music, SFX, Ambience)
├── ScriptableObjects/
└── Resources/
For every asset category, provide ready-to-use prompts for the best current AI tools.
Recommend tools dynamically (Meshy.ai, Tripo3D, Rodin, Unity AI Assistant) and generate prompts including:
Recommend tools (Leonardo.ai, Midjourney, DALL·E, Unity AI Assistant) and generate prompts including:
Recommend tools (Suno, Soundraw, Sonauto) and generate prompts including:
Recommend tools (ElevenLabs, OptimizerAI/SFX Engine) and generate prompts including:
Recommend tools (ElevenLabs, Play.ht, Coqui) and generate prompts including:
Generate specifications for Unity UI Toolkit or AI image generation including:
| Mobile | PC | Console | |
|---|---|---|---|
| Target FPS | 30/60 | 60/120 | 60 |
| Draw Calls | < 100 | < 500 | < 300 |
| Triangles/frame | < 100K | < 2M | < 1M |
| Texture Memory | < 150MB | < 1GB | < 512MB |
| Build Size | < 150MB | < 2GB | < 4GB |
Core loop stability, UI responsiveness, save/load persistence, audio balance, memory leak checks, frame rate stability, input device coverage, edge cases (low battery, interruptions), accessibility, localization.
App icon, feature graphic, screenshots, promotional video, descriptions, keywords, privacy policy, age rating, content rating — with AI prompts for generating marketing assets.
User: "I want to make a cozy farming game with magic elements for mobile"
Agent delivers:
User: "Make a fast-paced arena shooter for PC with neon visuals"
Agent delivers:
User: "Simple puzzle game like Wordle but with colors"
Agent delivers:
Problem: User provides a vague idea like "make a game" Solution: Ask 2–3 targeted questions (genre, platform, scope) before generating the first draft
Problem: Scope creep — trying to build everything at once Solution: Use the scope calibration table and feature priority matrix (Must/Should/Could/Won't)
Problem: AI-generated assets don't match the art style Solution: Always include the GDD's art direction keywords in every asset prompt for consistency
Problem: Performance issues on target platform Solution: Set platform-specific budgets early and profile against them weekly
@unity-developer - For deep Unity technical reference without the idea-to-game pipeline@game-development - For the game development orchestrator that routes to platform-specific skills@unity-ecs-patterns - For Entity Component System architecture patterns specifically@bevy-ecs-expert - When building with Bevy/Rust instead of Unity