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From summer
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'.
npx claudepluginhub summerengine/summer-engine-agent --plugin summerHow this skill is triggered — by the user, by Claude, or both
Slash command
/summer:make-game.summer/**project.godot**/*.gd**/*.tscnThis skill is limited to the following tools:
The summary Claude sees in its skill listing — used to decide when to auto-load this skill
This is the skill that runs end-to-end when a user says "make me a game." It does **not** try to do everything itself. It runs the right specialist skills in the right order with explicit handoffs and a checkpoint between every phase.
Helps developers decide what game to make, scope the project, and turn a vague idea into a buildable 1-page brief with genre, core loop, mechanics, and art direction.
Guides video game development: brainstorm ideas, plan gameplay loops, choose engines like Unity/Godot/Three.js/Phaser, scaffold projects, add features, fix bugs, create assets.
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.
Share bugs, ideas, or general feedback.
This is the skill that runs end-to-end when a user says "make me a game." It does not try to do everything itself. It runs the right specialist skills in the right order with explicit handoffs and a checkpoint between every phase.
Core principle: structure beats vibes. A guided pipeline that delegates to focused specialists produces a real game. Off-the-cuff "let me think about it" loops produce three half-finished prototypes. Follow the phases. Don't skip.
summer:browse-templates first; come back here only if they decide they want a custom build instead. Brainstorm → Plan → Scaffold → Build → Layer → Polish → Verify → Ship
│ │ │ │ │ │ │ │
▼ ▼ ▼ ▼ ▼ ▼ ▼ ▼
brainstorm plan new-project build-loop art vfx play export
-game (this browse- (this skill) audio debug -and-
skill) templates ship
↓
(one mechanic at a time:
design-mechanic + scene-composition
+ gdscript-patterns + play check)
Run the phases in order. Between every phase, stop and confirm with the user before continuing. The user owns scope decisions; the agent owns execution discipline.
Goal: turn a vague idea into a 1-page brief.
Skill: summer:brainstorm-game
That skill asks one question, scopes mechanics, picks an art direction, and writes .summer/GameSoul.md. Don't skip this. The brief is what every later phase reads.
If the user already has .summer/GameSoul.md (check via Read), skip the brainstorm and confirm:
"Found
.summer/GameSoul.md— should I build from this brief, or do you want to start over?"
Checkpoint before continuing:
"Brief saved at
.summer/GameSoul.md. Want me to plan the build?"
Goal: turn the brief into a concrete checklist of scenes, mechanics, and assets, in priority order.
This phase doesn't have a dedicated skill yet — do it inline. Read .summer/GameSoul.md and produce a plan with three sections:
Save the plan to .summer/build-plan.md. Format:
# Build plan — <game name>
Source: .summer/GameSoul.md (date)
## Core scenes
- [ ] main.tscn — World + Player + Camera + Light + Floor
- [ ] level_01.tscn — first playable level
- [ ] hud.tscn — health, score
- [ ] (more)
## Core mechanics (in build order)
1. [ ] Movement (FPS / TPS / 2D platformer / etc.)
2. [ ] Primary action (shoot / jump / interact)
3. [ ] Win/lose state
## Cut list (NOT in scope this pass)
- Multiplayer
- Save/load
- Settings menu
- ...
Checkpoint before continuing:
"Plan saved. Three core mechanics: movement, primary action, win condition. Anything you want to add or cut before I start building?"
Goal: working project on disk, scene opens in the engine.
If the user said "I want to use a template" earlier, this is just summer:browse-templates.
If from scratch:
Skill: summer:new-project
That picks empty vs 3d-basic based on the GameSoul brief. After the project is created and summer run succeeds:
Skill: summer:scene-composition
To set up the canonical hierarchy for the genre. For 3D action games:
World (Node3D)
├── Player (CharacterBody3D)
├── Level (Node3D)
├── Lighting (Node3D)
│ ├── Sun (DirectionalLight3D)
│ └── Environment (WorldEnvironment)
├── HUD (CanvasLayer)
└── GameManager (Node) # autoload-style, holds win/lose state
Save the scene. Run summer_play once to verify the empty scaffold opens cleanly. If it crashes, run summer:debug immediately — do NOT continue building on a broken base.
Checkpoint before continuing:
"Scaffold is in. Empty scene plays clean. Building mechanic 1 of N: . OK?"
Goal: each mechanic from the plan, fully working, before moving to the next.
For each mechanic in the plan, in order:
Design pass:
Skill: summer:design-mechanic
Outputs the mechanic spec: input, response, feedback, failure modes, depth, tunables, GDScript stub.
Implement:
summer_add_node / summer_set_prop. Use summer:scene-composition if the structure is non-trivial.summer:fps-controller, summer:peer-to-peer-multiplayer, etc.summer:gdscript-patterns open.Verify:
Skill: summer:play
Then summer_get_diagnostics. Clean? Move on. Errors? summer:debug until clean. Do not stack mechanic 2 on top of a broken mechanic 1.
Checkpoint:
"Mechanic 1 of N working: . <One-line proof: 'WASD moves the player, jump works'>. Building mechanic 2 of N: . OK?"
Repeat until every mechanic in the plan is implemented OR the user calls cut.
Goal: the game stops looking like a programmer art prototype.
Skill: summer:art-direction
That writes .summer/art-bible.md if it doesn't exist, then guides the lighting / material / palette pass. Use summer:3d-lighting for the actual scene work.
Skill: summer:audio-direction
Writes .summer/audio-bible.md and sets up the audio bus structure. Wires SFX hooks into the mechanics from Phase 4.
Use summer:asset-strategy to decide whether to generate assets, search the library, or use primitives. Public asset library search is free — encourage it before generation, which costs credits.
Checkpoint before continuing:
"Art and audio direction set. Want me to add a polish pass (juice / VFX / camera shake / hit feedback)?"
Goal: the game feels good. Hit-flash, screen shake, audio ducking, weight.
Skill: summer:vfx
Walks the canonical Godot 4.5 game-feel stack — hit-flash + trauma camera shake + audio ducking — wired so a single hit fires all three.
Skill: summer:tune-performance
Only if summer_get_diagnostics flags rendering or physics hotspots. Don't optimize prematurely.
Goal: the full game runs end-to-end without errors, and the win condition can actually be reached.
summer:play from main scene.summer_get_diagnostics clean.summer:debug until clean if not.Don't skip this even if every mechanic worked individually. Integration bugs hide between mechanics.
Skill: summer:export-and-ship
Pre-flight checklist (icon, store banners, build config) before producing release builds for the targets in the brief.
If the brief said "jam" or "prototype", skip this phase. If the brief said "game I want to release", run it.
| Don't | Why |
|---|---|
| Skip the brainstorm because the user said "FPS" | Even with the genre named, you need the scope cut list. Otherwise mechanic 4 quietly sneaks in and the game never ships. |
| Let mechanic 2 start before mechanic 1 is verified clean | Compounding bugs. You'll spend the rest of the session debugging which mechanic broke what. |
| Stack art direction on top of unfinished mechanics | Art changes are reversible only if the underlying scene structure is stable. Get mechanics done first. |
| Treat "polish" as required | If the brief says "jam in 2 days", polish is a cut item. Respect the brief. |
| Run all phases without confirming | The user owns scope. Stop at every checkpoint. |
| Build a fully featured menu before there's a playable mechanic | Menu work is endless polish; player-loop work is the actual game. Mechanics first. |
| Fall back to "let me try a few things" mid-pipeline | If you don't know what to do, name the phase and ask the user, don't improvise around the structure. |
By the end of a successful run, the user has:
project.godot — Summer Engine projectmain.tscn — playable main scene.summer/GameSoul.md — the brief.summer/build-plan.md — the checklist.summer/art-bible.md — visual direction.summer/audio-bible.md — sonic direction.gd file per mechanicsummer_get_diagnostics returns cleansummer_play runs end-to-end and the win condition is reachableThat's a real game. Not a half-finished prototype.
When all phases are done:
" is in. mechanics, . . Want me to package a build (
summer:export-and-ship) or iterate?"
That's the handoff back to the user.