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Skill collection

gamedev-skills/awesome-gamedev-agent-skills skills

75 Agent Skills in this repository. Installing every one would load 6,712 tokens of names and descriptions into each session before any of them is used; install the ones you need.

Skills

75

Always on, all installed

6,712 tok

Median, once used

1,652 tok

Repo stars

2.7k

4 of these skills bundle scripts. Read them before installing.

  1. ai-behavior-trees-utility-aigamedev-skills/awesome-gamedev-agent-skills

    Build a production behavior-tree runtime (Blackboard, action/condition leaves, sequence/selector/parallel composites, decorators) and a Utility AI system (response curves — linear, exponential, sigmoid, quadratic — considerations, and action evaluators), plus hybrid BT-drives-Utility agents. Use when implementing a reusable behavior-tree or utility-based decision system, or tuning enemy/NPC decisions beyond a simple FSM, or when the user mentions behavior tree, blackboard, decorator, selector, sequence, tick status, utility AI, response/scoring curve, or consideration. For choosing between FSM/BT/steering or for pathfinding, use game-ai; for Unreal's BehaviorTree/Blackboard assets, use unreal-behavior-trees.

    2.7k158 tok idle · 1,840 in use
  2. audio-designgamedev-skills/awesome-gamedev-agent-skills

    Implement game audio practice — bus/mixer architecture and gain in decibels, ducking (sidechain), adaptive/dynamic music via layering and re-sequencing, SFX variation, and beat synchronization. Engine-neutral. Use when the user mentions audio mixing, audio buses, adaptive/dynamic music, ducking, SFX variation, music layers, or syncing gameplay to the beat.

    2.7k81 tok idle · 1,677 in use
  3. bevy-ecsgamedev-skills/awesome-gamedev-agent-skills

    Structure a Bevy app around its Entity Component System: build the App with plugins, define Component/Resource types, write systems with Query/Res/Commands, filter and order systems, and use the Time resource for frame-rate-independent motion. Use when building or debugging a Bevy game in Rust — when the user mentions Bevy, ECS, App::new, add_systems, Query, Commands, components/systems, or a Cargo.toml depending on bevy.

    2.7k100 tok idle · 2,426 in use
  4. camera-systemsgamedev-skills/awesome-gamedev-agent-skills

    Build game cameras that feel good — 2D follow with a deadzone, look-ahead, smoothing, and level-bounds clamping; 3D third-person orbit with collision and first-person look; plus multi-target framing and a shake hook. Engine-neutral techniques that pair with the engine's camera node and rigs like Unity Cinemachine or Godot Camera2D/PhantomCamera. Use when the user mentions camera follow, follow camera, deadzone, look-ahead, camera smoothing, camera bounds/ limits, third-person camera, orbit camera, first-person look, Cinemachine, or camera jitter.

    2.7k127 tok idle · 2,000 in use
  5. card-gamegamedev-skills/awesome-gamedev-agent-skills

    Build a card game: card data, deck/hand/discard zones, draw/shuffle/reshuffle, a turn structure, costs, and effect resolution. Use for a deckbuilder, TCG/CCG, or roguelike deckbuilder.

    2.7k54 tok idle · 1,564 in use
  6. create-game-assetsgamedev-skills/awesome-gamedev-agent-skills

    Plan, generate, source, normalize, and validate cohesive visual game assets. Use for art direction, style bibles, sprites, tilesets, backgrounds, UI art, icons, textures, concept art, or 3D asset briefs.

    2.7k252 tok idle · 1,665 in use
  7. dialogue-systemsgamedev-skills/awesome-gamedev-agent-skills

    Build branching dialogue and narrative — a node/choice graph with conditions, variables, and localization hooks — and choose between authoring tools Ink and Yarn Spinner or a custom data-driven runner. Engine-neutral. Use when the user mentions dialogue system, branching dialogue, conversation tree, choices, Ink (.ink), Yarn Spinner (.yarn), or NPC dialogue.

    2.7k75 tok idle · 1,788 in use
  8. fps-shootergamedev-skills/awesome-gamedev-agent-skills

    Build a first-person shooter: move+mouse-look controller, hitscan or projectile shooting, weapons, health, and enemy AI. Use for an FPS, or tuning aim feel, time-to-kill, recoil, or spread.

    2.7k50 tok idle · 1,509 in use
  9. game-aigamedev-skills/awesome-gamedev-agent-skills

    Design NPC and enemy decision-making with finite state machines, behavior trees, steering behaviors, and A* pathfinding — engine-neutral algorithms that pair with the detected engine's navigation API. Use when building enemy AI, an FSM or behavior tree, steering/flocking, or pathfinding, or when the user mentions state machine, behavior tree, blackboard, A*, navmesh, seek, or patrol/chase.

    2.7k85 tok idle · 1,838 in use
  10. game-feelgamedev-skills/awesome-gamedev-agent-skills

    Add "juice" and game feel that makes actions satisfying — screen shake, hit-stop/freeze frames, tweened/eased motion, squash & stretch, knockback, and layered audio-visual feedback — as engine-neutral techniques that pair with the detected engine's tween, particle, and camera APIs. Use when the user mentions game feel, juice, "make it feel good/punchy", screen shake, hit stop, screen freeze, easing, squash and stretch, impact frames, or feedback/polish on hits, jumps, pickups, and deaths.

    2.7k116 tok idle · 2,182 in use
  11. game-jamgamedev-skills/awesome-gamedev-agent-skills

    Plan and ship a game under a jam deadline: lock scope to the clock, schedule the hours, cut features, and submit on time. Use for a game jam (Ludum Dare, GMTK Jam, Global Game Jam), a 48-hour or weekend build, or scoping and submitting a jam entry.

    2.7k68 tok idle · 1,604 in use
  12. game-ui-uxgamedev-skills/awesome-gamedev-agent-skills

    Design and build game UI/UX — HUDs, menus, and overlays — that survive every screen: anchor- based responsive layout, resolution/aspect scaling and safe areas, keyboard/gamepad focus navigation, a screen/menu state stack, and event-driven (not polled) HUD updates. Engine- neutral patterns that pair with the detected engine's UI skill. Use when the user mentions HUD, health bar, main menu, pause menu, settings screen, UI layout, anchors, UI scaling, aspect ratio, safe area, controller/keyboard menu navigation, or wiring UI to game state.

    2.7k123 tok idle · 1,929 in use
  13. godot-2d-movementgamedev-skills/awesome-gamedev-agent-skills

    Implement 2D kinematic character movement in Godot 4.7 with CharacterBody2D and move_and_slide(): platformer run/jump with gravity, top-down 8-direction motion, slope handling, and reading collisions. Use when coding a 2D player or enemy controller, a platformer or top-down character, or fixing move_and_slide()/ is_on_floor() behavior in a .tscn with a CharacterBody2D.

    2.7k98 tok idle · 1,454 in use
  14. godot-3d-essentialsgamedev-skills/awesome-gamedev-agent-skills

    Set up a Godot 4.7 3D scene: Node3D transforms, Camera3D, lighting (DirectionalLight3D/OmniLight3D), WorldEnvironment for sky/ambient/tonemap/post, MeshInstance3D materials, and GridMap for tile-based 3D levels. Use when building a 3D scene in a Godot project, placing cameras/lights, configuring environment and post-processing, or working with Node3D/.tscn 3D content and GridMap.

    2.7k115 tok idle · 1,440 in use
  15. godot-animationgamedev-skills/awesome-gamedev-agent-skills

    Animate in Godot 4.7 three ways: AnimationPlayer for keyframed clips (incl. call and signal tracks), AnimationTree with state machines and blend spaces for character animation, and Tween for short procedural/UI tweens via create_tween(). Use when working with AnimationPlayer/AnimationTree nodes in a .tscn, blending character states, sprite-sheet animation, or code-driven Tweens.

    2.7k85 tok idle · 1,274 in use
  16. godot-audiogamedev-skills/awesome-gamedev-agent-skills

    Play and mix audio in Godot 4.7: AudioStreamPlayer (2D/3D variants), audio buses with volume/mute and effects, music vs SFX routing, db/linear volume, and precise sync-to-beat playback timing. Use when playing sounds or music in a Godot project, routing AudioStreamPlayer nodes to buses, adjusting bus volume via AudioServer, or syncing gameplay to the beat.

    2.7k91 tok idle · 1,346 in use
  17. godot-csharpgamedev-skills/awesome-gamedev-agent-skills

    Use C#/.NET in Godot 4.7: partial classes extending nodes, the PascalCase lifecycle (_Ready/_Process/_PhysicsProcess), [Export] fields, [Signal] delegates as C# events, type-safe node lookup, and calling between C# and GDScript. Use when writing Godot game code in C# (.cs files, .csproj), needing the Godot .NET build, converting GDScript patterns to C#, or wiring Godot signals as C# events.

    2.7k108 tok idle · 1,642 in use
  18. godot-exportgamedev-skills/awesome-gamedev-agent-skills

    Export and build a Godot 4.7 project for distribution: install export templates, define export presets (Windows/macOS/Linux/Web/Android), run headless command-line exports for CI, and handle web (HTML5) COOP/COEP and dedicated-server/headless builds. Use when exporting a Godot game, configuring export_presets.cfg, building for web/desktop/mobile, or automating builds from the command line.

    2.7k92 tok idle · 1,297 in use
  19. godot-gdscriptgamedev-skills/awesome-gamedev-agent-skills

    Write idiomatic GDScript for Godot 4.7: static typing, the node lifecycle (_ready/_process/_physics_process), @export/@onready/@tool annotations, signals, and await for asynchronous flow. Use when editing .gd scripts in a Godot project (project.godot), writing or debugging GDScript, or porting 3.x GDScript to 4.x (function signatures, yield to await, export to @export).

    2.7k101 tok idle · 1,310 in use
  20. godot-gdscript-headless-testinggamedev-skills/awesome-gamedev-agent-skills

    Run GDScript test suites from the command line with `godot --headless`, using a SceneTree/MainLoop runner script that exits non-zero on failure so CI can gate merges. Use when a Godot project needs unit tests without opening the editor, when wiring a CI job (GitHub Actions or similar) that must fail the build on a failing `.gd` test, or when a `godot --headless` invocation hangs, opens a window, or exits 0 despite failed assertions.

    2.7k111 tok idle · 2,249 in use
  21. godot-multiplayergamedev-skills/awesome-gamedev-agent-skills

    Build networked games with Godot 4.7 high-level multiplayer: set up an ENetMultiplayerPeer server/client, define RPCs with the @rpc annotation (call via rpc()/rpc_id()), set per-node multiplayer authority, and replicate state with MultiplayerSpawner and MultiplayerSynchronizer. Use when adding multiplayer/networking to a Godot project, writing @rpc functions, or syncing player/world state across peers.

    2.7k90 tok idle · 1,491 in use
  22. godot-nodes-scenesgamedev-skills/awesome-gamedev-agent-skills

    Structure a Godot 4.7 project with the scene tree and node composition: build reusable scenes, instance PackedScenes at runtime, navigate the tree safely, and register autoload singletons. Use when designing .tscn scenes, deciding how to split nodes, spawning instances with instantiate(), wiring autoloads, or fixing "node not found"/freed-node errors in a Godot project.

    2.7k186 tok idle · 1,513 in use
  23. godot-physicsgamedev-skills/awesome-gamedev-agent-skills

    Use Godot 4.7 physics bodies and detection in 2D and 3D: RigidBody, StaticBody, Area, and CharacterBody; collision layers vs masks; contact/overlap signals; and raycasts (RayCast nodes and direct space-state queries). Use when configuring collision layers/masks, detecting overlaps with Area2D/Area3D, applying forces to a RigidBody, or casting rays in a Godot project (.tscn with physics bodies), including 3D projects running Jolt Physics, the default 3D engine for projects created in 4.6+.

    2.7k129 tok idle · 2,117 in use
  24. godot-resourcesgamedev-skills/awesome-gamedev-agent-skills

    Design data-driven Godot 4.7 games with custom Resource classes: define typed data with class_name + @export, save/load .tres/.res files, instance and duplicate resources, and load on demand with ResourceLoader (incl. threaded loading). Use when modeling items/stats/configs as data in a Godot project, creating .tres resources, or working with custom Resource subclasses and ResourceLoader/ResourceSaver.

    2.7k92 tok idle · 1,153 in use
  25. godot-shadersgamedev-skills/awesome-gamedev-agent-skills

    Write Godot 4.7 shaders in the Godot Shading Language: canvas_item shaders for 2D and spatial shaders for 3D, with vertex/fragment functions, uniforms (source_color, hint_range), TIME/UV animation, and screen-reading via hint_screen_texture. Use when authoring .gdshader files, writing fragment/vertex code, making 2D/3D visual effects, or porting 3.x shaders (SCREEN_TEXTURE, hint_color) to 4.x.

    2.7k107 tok idle · 1,462 in use
  26. godot-signals-groupsgamedev-skills/awesome-gamedev-agent-skills

    Build event-driven, decoupled Godot 4.7 gameplay with signals and node groups: declare and emit custom signals, connect with Callables (incl. bind/one-shot), and broadcast to many nodes via groups and call_group. Use when wiring node communication in a Godot project, replacing tight references with signals, emitting/connecting events, or porting 3.x connect("sig", self, "method") code.

    2.7k95 tok idle · 1,158 in use
  27. godot-tilemapgamedev-skills/awesome-gamedev-agent-skills

    Build and edit tile-based 2D levels in Godot 4.7 with TileMapLayer and TileSet: paint layers, set up collision/navigation/custom-data on tiles, autotile with terrain sets, and read/write cells from code (set_cell, get_cell_tile_data, local_to_map). Use when working with TileMapLayer nodes, .tres TileSets, autotiling, or migrating a deprecated TileMap node to TileMapLayer.

    2.7k97 tok idle · 1,366 in use
  28. godot-ui-controlgamedev-skills/awesome-gamedev-agent-skills

    Build Godot 4.7 user interfaces with Control nodes: anchors and offsets for responsive layout, Container nodes (VBox/HBox/Grid/Margin) for automatic arrangement, Theme resources for consistent styling, and keyboard/gamepad focus navigation. Use when laying out a HUD, menu, or UI in a Godot project, working with Control/Container nodes, anchors, themes, or focus in a .tscn.

    2.7k88 tok idle · 1,353 in use
  29. input-systemsgamedev-skills/awesome-gamedev-agent-skills

    Architect game input — action mapping (abstracting keys into named actions), rebinding with conflict detection and persistence, multi-device support (keyboard, gamepad, touch), analog deadzones, and feel features like input buffering and coyote time, plus accessibility. Engine-neutral. Use when the user mentions input mapping, rebind controls, gamepad support, deadzone, input buffering, coyote time, or accessible controls.

    2.7k88 tok idle · 1,748 in use
  30. itch-publishgamedev-skills/awesome-gamedev-agent-skills

    Publish and update a game on itch.io: create the project page and upload builds with the butler CLI (butler push) to named channels. Use for itch.io publishing, butler push, channel naming for Windows/macOS/Linux/HTML5, versioning uploads, or shipping a jam or release build to itch.io.

    2.7k70 tok idle · 1,649 in use
  31. level-designgamedev-skills/awesome-gamedev-agent-skills

    Design and build playable levels — the blockout/whitebox-to-playable workflow, player metrics and grid layout, pacing and flow (tension/rest curve), gating and the critical path, and encounter design. Engine-neutral practice. Use when the user mentions level design, blockout/whitebox/greybox, level layout, level pacing, encounter design, or the critical path through a level.

    2.7k83 tok idle · 1,731 in use
  32. love2d-coregamedev-skills/awesome-gamedev-agent-skills

    Structure and debug a LÖVE (Love2D) game in Lua: the love.load/update/draw loop, delta-time movement, input, and screen states. Use when building a LÖVE 11.x game (main.lua, conf.lua, .love).

    2.7k60 tok idle · 1,653 in use
  33. performance-optimizationgamedev-skills/awesome-gamedev-agent-skills

    Find and fix game performance problems methodically — measure with the engine profiler first, reason about the frame-time budget, locate the CPU-vs-GPU bottleneck, then apply the right fix: object pooling, draw-call batching, fewer allocations/GC spikes, and asset budgets. Engine- neutral method that pairs with each engine's profiler. Use when the user mentions performance, optimize, low/dropping FPS, frame drops, stutter, lag, profiler, frame budget, draw calls, batching, garbage collection/GC spikes, object pooling, or "the game runs slow".

    2.7k121 tok idle · 2,052 in use
  34. phaser-arcade-physicsgamedev-skills/awesome-gamedev-agent-skills

    Use Phaser 4 Arcade Physics: enable the world, give sprites bodies, set velocity/acceleration/gravity, and resolve collisions with colliders, overlaps, groups, and world bounds. Use when a Phaser game needs movement or collisions — when the user mentions Arcade Physics, this.physics, setVelocity, collider, overlap, gravity, onFloor, or a platformer/top-down controller. For game config, scenes, and the loader use phaser-core.

    2.7k100 tok idle · 1,648 in use
  35. phaser-coregamedev-skills/awesome-gamedev-agent-skills

    Set up and debug a Phaser 4 game: the Game config, the Scene lifecycle (init/preload/create/update), the asset loader, cameras, and cross-scene communication. Use when building or debugging a Phaser game — when the user mentions Phaser, Phaser.Game, Phaser.Scene, preload/create/update, this.load, this.add, or scene transitions. For Arcade Physics movement/collisions use phaser-arcade-physics.

    2.7k91 tok idle · 1,764 in use
  36. physics-tuninggamedev-skills/awesome-gamedev-agent-skills

    Tune game physics for stable, good-feeling motion — fixed vs variable timestep, render interpolation, mass/gravity/drag, continuous collision detection (CCD) to stop tunneling, fixing jitter, and collision layers/masks. Engine-neutral. Use when the user mentions physics feel, jitter, tunneling, fixed timestep, FixedUpdate, CCD, bouncing/unstable physics, or collision layers.

    2.7k83 tok idle · 1,677 in use
  37. pixijs-renderinggamedev-skills/awesome-gamedev-agent-skills

    Build a PixiJS v8 render layer: create the async Application, load textures with Assets, compose the scene graph with Container and Sprite, drive the ticker loop, wire pointer events, and group draws with render groups. Use when building or debugging PixiJS v8 — when the user mentions PixiJS, Pixi, Application, app.stage, Container, Sprite, Assets.load, app.ticker, or eventMode. Pins the v8 async init() API.

    2.7k101 tok idle · 2,325 in use
  38. platformergamedev-skills/awesome-gamedev-agent-skills

    Build a 2D platformer: run/jump control with coyote time, jump buffering, and variable jump height, plus tiled levels and hazards. Use for a platformer or Mario/Celeste-like, or tuning jump feel.

    2.7k51 tok idle · 1,711 in use
  39. procedural-gengamedev-skills/awesome-gamedev-agent-skills

    Generate game content procedurally — seeded deterministic RNG, value/Perlin/ Simplex noise for terrain and heightmaps, grid dungeon generation (rooms + corridors, BSP, random walk), and weighted loot/drop tables. Engine-neutral algorithms. Use when the user mentions procedural generation, perlin/simplex noise, random seed, dungeon generator, heightmap/terrain, or loot tables.

    2.7k81 tok idle · 1,684 in use
  40. prototype-fastgamedev-skills/awesome-gamedev-agent-skills

    Build a playable prototype in about an hour to answer one question — is it fun? — with greybox primitives, a hard timebox, and explicit keep/kill criteria. Use when prototyping a mechanic, making a vertical slice or MVP, greyboxing/blockout, or judging throwaway vs keep.

    2.7k64 tok idle · 1,365 in use
  41. puzzlegamedev-skills/awesome-gamedev-agent-skills

    Build a puzzle game: grid/board state, move input, rule-based resolution (match-3 cascades, sokoban pushes, tile logic), scoring, and undo. Use for a match-3, sokoban, or grid-logic puzzle.

    2.7k54 tok idle · 1,652 in use
  42. pygame-coregamedev-skills/awesome-gamedev-agent-skills

    Structure a pygame (pygame-ce) game in Python: the init/event/update/draw loop, delta-time movement, Surface/Rect blitting, keyboard/mouse input, and Sprite/Group management with collision. Use when building or debugging a pygame game — when the user mentions pygame, pygame-ce, the game loop, blit, Surface, Rect, sprite groups, or clock.tick. Targets pygame-ce.

    2.7k85 tok idle · 1,701 in use
  43. roblox-charactersgamedev-skills/awesome-gamedev-agent-skills

    Build respawn-safe Roblox character systems around Players, CharacterAdded/CharacterRemoving, Humanoid, HumanoidRootPart, Animator, R6/R15 rigs, movement, animations and markers, death, tools, accessories, ownership, and custom characters. Use when character scripts break after respawn, cache stale Humanoids, control movement or velocity, load AnimationTracks, handle death, equip Tools, modify avatars, or support custom player rigs.

    2.7k94 tok idle · 1,705 in use
  44. roblox-datastoresgamedev-skills/awesome-gamedev-agent-skills

    Persist player data in Roblox with DataStoreService: GetDataStore, GetAsync/ SetAsync/UpdateAsync/IncrementAsync wrapped in pcall, load-on-join and save-on-leave plus BindToClose, retries, and OrderedDataStore leaderboards. Use when saving or loading persistent data in a Roblox experience — when the user mentions DataStore, DataStoreService, GetAsync, SetAsync, UpdateAsync, save player data, or leaderboards. For general Luau scripting use roblox-luau.

    2.7k112 tok idle · 1,780 in use
  45. roblox-luaugamedev-skills/awesome-gamedev-agent-skills

    Script a Roblox experience in Luau: get services, create and parent Instances, connect events, run server Scripts vs client LocalScripts, and communicate across the client/server boundary with RemoteEvents/RemoteFunctions (server-authoritative). Use when building or debugging Roblox Studio scripts — when the user mentions Roblox, Luau, services, RemoteEvent, Instance.new, PlayerAdded, or client vs server. For saving player data use roblox-datastores.

    2.7k97 tok idle · 2,150 in use
  46. roblox-networkinggamedev-skills/awesome-gamedev-agent-skills

    Design and harden Roblox client/server networking with RemoteEvent, RemoteFunction, and UnreliableRemoteEvent; server authority, argument and Instance validation, rate limits, proximity/ownership checks, targeted replication, streaming, lifecycle, prediction, and reconciliation. Use for Roblox remotes, exploits, request spam, multiplayer replication, network ownership, high-frequency cosmetic updates, or server/client desynchronization.

    2.7k84 tok idle · 1,902 in use
  47. roblox-physicsgamedev-skills/awesome-gamedev-agent-skills

    Implement Roblox physical simulation and queries with assemblies, anchoring, constraints, collision groups, CanCollide/CanTouch/CanQuery, raycasts and overlap queries, mass, impulses, forces, velocity, moving assemblies, cleanup, and network ownership. Use for Roblox collisions, hit detection, RaycastParams, PhysicsService, projectiles, vehicles, knockback, constraints, deprecated BodyMovers, unstable motion, or client-owned physics exploits.

    2.7k94 tok idle · 1,596 in use
  48. roblox-studio-workflowgamedev-skills/awesome-gamedev-agent-skills

    Modify living Roblox Studio projects safely: inspect Explorer and execution locations, preserve existing structure, reuse modules/remotes, create meaningful Instances, apply Attributes and CollectionService tags, test server/client and multiple devices, inspect Output, and remove experiments/debug objects. Use when an agent edits a place or rbxl/rbxlx/Rojo project, operates in Studio, adds Scripts/LocalScripts/ModuleScripts, or must verify a Roblox change in context.

    2.7k96 tok idle · 2,078 in use
  49. roblox-uigamedev-skills/awesome-gamedev-agent-skills

    Build production Roblox interfaces with ScreenGui/PlayerGui lifecycle, responsive UDim2 layouts, safe insets, reusable editable Instances, cross-device input and selection, restrained motion, cleanup, and multi-viewport verification. Use for Roblox HUDs, inventories, shops, settings, ability bars, ScrollingFrames, AutomaticSize, GuiService, gamepad focus, touch UI, or UI that clips, resets on respawn, looks generic, or was generated as one giant LocalScript.

    2.7k101 tok idle · 2,496 in use
  50. roguelikegamedev-skills/awesome-gamedev-agent-skills

    Build a roguelike: turn-based grid movement, procedural dungeons, permadeath, field-of-view, and loot tables. Use for a roguelike/roguelite or turn-based grid dungeon crawler with procedural levels.

    2.7k51 tok idle · 1,710 in use
  51. routergamedev-skills/awesome-gamedev-agent-skills

    Routes any game-development request to the right specialized skill(s): it detects the engine (Godot, Unity, Unreal, Bevy, Phaser, PixiJS, three.js, LÖVE, pygame, Roblox) and the task, then reads the chosen skill before acting. Use to make a game or to decide which skill applies — for players, levels, enemies, shaders, art direction, sprites, tiles, textures, 3D assets, UI/UX, cameras, game feel, physics, input, audio, saving, multiplayer, AI, dialogue, procedural generation, or performance, for genres (platformer, roguelike, RPG, FPS, tower-defense, card game, visual novel, survival-crafting, puzzle), and for shipping (game jam, Steam, itch). Start here when unsure which gamedev skill to use.

    2.7k173 tok idle · 4,017 in use
  52. rpggamedev-skills/awesome-gamedev-agent-skills

    Build an RPG: stats and leveling, inventory and equipment, quests, branching dialogue, save/load, and combat. Use for an RPG/JRPG, or designing stat, inventory, quest, or combat systems.

    2.7k46 tok idle · 1,498 in use
  53. save-systemsgamedev-skills/awesome-gamedev-agent-skills

    Design save/load for game state — choosing what to serialize, file formats, save slots, atomic crash-safe writes, schema versioning and migration, and autosave. Engine-neutral. Use when the user mentions save system, save/load, game state persistence, save slots, autosave, save file corruption, or migrating old saves to a new version.

    2.7k74 tok idle · 1,694 in use
  54. shader-programminggamedev-skills/awesome-gamedev-agent-skills

    Write game shaders from cross-engine fundamentals — the vertex→fragment pipeline, coordinate spaces, UV math, and common 2D/3D effects (tint, UV scroll, dissolve, outline, fresnel rim, vignette) in GLSL with HLSL equivalents. Use when the user mentions shaders, fragment/pixel shader, vertex shader, UV, GLSL, HLSL, or effects like dissolve, outline, or rim light.

    2.7k95 tok idle · 1,761 in use
  55. steam-publishgamedev-skills/awesome-gamedev-agent-skills

    Publish or update a game on Steam with Steamworks and SteamPipe: configure depots and packages, upload builds with steamcmd, set a build live on a branch, and run the release checklists. Use for Steam publishing, app_build.vdf/steamcmd uploads, depots, beta branches, or a store page release.

    2.7k171 tok idle · 2,678 in use
  56. survival-craftinggamedev-skills/awesome-gamedev-agent-skills

    Build a survival-crafting game: resource gathering, inventory, crafting and a tech tree, needs (hunger/thirst/temperature), and base building. Use for a survival or crafting/base-building game.

    2.7k46 tok idle · 1,752 in use
  57. threejs-gltf-loadinggamedev-skills/awesome-gamedev-agent-skills

    Load glTF/GLB models in three.js with GLTFLoader and play their skinned animations with AnimationMixer, including DRACO/Meshopt-compressed meshes and KTX2 textures. Use when importing 3D models into three.js — when the user mentions glTF, GLB, GLTFLoader, AnimationMixer, animation clips, DRACOLoader, or "load a 3D model". For scene/camera/renderer setup use threejs-scene-setup; for materials and lights use threejs-materials-lighting.

    2.7k117 tok idle · 1,819 in use
  58. threejs-materials-lightinggamedev-skills/awesome-gamedev-agent-skills

    Light and shade a three.js scene: choose materials (MeshStandardMaterial PBR vs unlit MeshBasicMaterial), add ambient/hemisphere/directional/point/spot lights, turn on shadow maps, and use an environment map (IBL) for realistic reflections. Use when a three.js model looks black, flat, or wrong — when the user mentions three.js materials, MeshStandardMaterial, lights, shadows, envMap, or PBR. For renderer/loop setup use threejs-scene-setup; for loading models use threejs-gltf-loading.

    2.7k121 tok idle · 1,727 in use
  59. threejs-scene-setupgamedev-skills/awesome-gamedev-agent-skills

    Stand up a three.js scene: import maps and the three/addons path, the Scene/PerspectiveCamera/WebGLRenderer trio, the setAnimationLoop render loop, responsive resize, and OrbitControls. Use when starting or debugging a three.js app — when the user mentions three.js, THREE.Scene, WebGLRenderer, PerspectiveCamera, the render loop, resizing, or OrbitControls. For models use threejs-gltf-loading; for materials/lights use threejs-materials-lighting.

    2.7k106 tok idle · 1,608 in use
  60. tower-defensegamedev-skills/awesome-gamedev-agent-skills

    Build a tower defense: enemies pathing along lanes, wave spawning, towers that auto-target and fire, an economy, and lives. Use for a tower-defense/wave-defense game, or balancing waves and economy.

    2.7k46 tok idle · 1,574 in use
  61. unity-animationgamedev-skills/awesome-gamedev-agent-skills

    Drive Unity 6.3 LTS character animation with Animator Controllers: states, transitions, parameters, blend trees, animation layers, and humanoid Avatar IK. Use when wiring an Animator, setting parameters from script (SetFloat/SetBool/SetTrigger), building blend trees, or when the user mentions Animator, Mecanim, state machine, blend tree, or .controller.

    2.7k79 tok idle · 1,281 in use
  62. unity-build-pipelinegamedev-skills/awesome-gamedev-agent-skills

    Build and ship Unity 6.3 LTS players: build settings and scenes, player/quality settings, the IL2CPP vs Mono scripting backend, managed code stripping, scripted BuildPipeline.BuildPlayer, and CI/headless builds. Use when configuring or automating a build, choosing a scripting backend, shrinking build size, or when the user mentions Unity build, player settings, IL2CPP, code stripping, or Addressables.

    2.7k92 tok idle · 1,283 in use
  63. unity-csharp-scriptinggamedev-skills/awesome-gamedev-agent-skills

    Write Unity 6.3 LTS C# gameplay scripts: the MonoBehaviour lifecycle (Awake/OnEnable/Start/Update/FixedUpdate/LateUpdate), GameObject and component access, coroutines, and Inspector serialization. Use when creating or editing .cs scripts in a Unity project, or when the user mentions MonoBehaviour, Start/Update, GetComponent, SerializeField, coroutines, or "Unity script".

    2.7k192 tok idle · 1,633 in use
  64. unity-input-systemgamedev-skills/awesome-gamedev-agent-skills

    Wire player input in Unity 6.3 LTS with the Input System package: Input Actions, action maps, the PlayerInput component, and reading values via callbacks or polling. Use when the project has a .inputactions asset or com.unity.inputsystem, or when the user mentions the Unity Input System, InputAction, action maps, PlayerInput, control schemes, or rebinding.

    2.7k83 tok idle · 1,394 in use
  65. unity-navmeshgamedev-skills/awesome-gamedev-agent-skills

    Add AI navigation in Unity 6.3 LTS: bake a NavMesh with the AI Navigation package (NavMeshSurface), move agents with NavMeshAgent.SetDestination, and handle dynamic obstacles. Use when setting up pathfinding, making an enemy chase the player, baking navigation, or when the user mentions NavMesh, NavMeshAgent, NavMeshSurface, NavMeshObstacle, or Unity pathfinding.

    2.7k86 tok idle · 1,656 in use
  66. unity-physicsgamedev-skills/awesome-gamedev-agent-skills

    Set up 3D physics in Unity 6.3 LTS: Rigidbody movement and forces, colliders, triggers vs collisions, layer-based collision, raycasts, and joints. Use when adding a Rigidbody, handling OnCollisionEnter/OnTriggerEnter, tuning collision layers, casting rays, or when the user mentions Unity physics, AddForce, isKinematic, or linearVelocity.

    2.7k82 tok idle · 1,973 in use
  67. unity-scriptableobjectsgamedev-skills/awesome-gamedev-agent-skills

    Architect Unity 6.3 LTS data and decoupling with ScriptableObjects: config/data assets, shared runtime variables, event channels, and runtime sets/registries. Use when designing data-driven systems, replacing singletons/managers, creating .asset data with CreateAssetMenu, or when the user mentions ScriptableObject, SO architecture, or data assets.

    2.7k79 tok idle · 1,300 in use
  68. unity-tilemap-2dgamedev-skills/awesome-gamedev-agent-skills

    Build and script 2D tilemaps in Unity 6.3 LTS: the Grid + Tilemap components, the Tile Palette, tilemap colliders, rule tiles, and runtime SetTile/GetTile painting. Use when painting tile levels, adding a TilemapCollider2D, using rule or animated tiles, generating tilemaps from code, or when the user mentions Unity tilemap, tile palette, rule tile, or Grid.

    2.7k96 tok idle · 1,469 in use
  69. unreal-behavior-treesgamedev-skills/awesome-gamedev-agent-skills

    Build NPC AI in Unreal Engine 5 with Behavior Trees and Blackboards: composites (Selector/Sequence), tasks, decorators, services, and running the tree from an AIController. Use when creating enemy/NPC AI, BT_/BB_ assets, custom BTTask or BTService nodes, or when the user mentions Behavior Tree, Blackboard, AIController, BTTask, decorator, or service.

    2.7k87 tok idle · 1,440 in use
  70. unreal-blueprintsgamedev-skills/awesome-gamedev-agent-skills

    Build Unreal Engine 5 gameplay with Blueprint visual scripting: Blueprint Classes, the Event Graph and Construction Script, variables/functions/macros, and Blueprint communication (Cast, Interfaces, Event Dispatchers). Use when working in Blueprints, wiring an event graph, deciding how Blueprints talk to each other, or when the user mentions Blueprint, BP, event graph, construction script, or a Blueprint .uasset.

    2.7k86 tok idle · 1,250 in use
  71. unreal-cpp-gameplaygamedev-skills/awesome-gamedev-agent-skills

    Write Unreal Engine 5 C++ gameplay code: the UCLASS/UPROPERTY/UFUNCTION reflection macros, the Gameplay Framework (GameMode, Pawn, Character, PlayerController, Actor components), and the module Build.cs. Use when writing or debugging UE C++, deriving from AActor/ACharacter/ AGameModeBase, exposing properties to the editor or Blueprints, or when the user mentions Unreal C++, UCLASS, GENERATED_BODY, GameMode, ACharacter, or .Build.cs.

    2.7k105 tok idle · 1,398 in use
  72. unreal-enhanced-inputgamedev-skills/awesome-gamedev-agent-skills

    Set up player input in Unreal Engine 5 with Enhanced Input: Input Actions, Input Mapping Contexts, modifiers and triggers, adding the mapping context, and binding actions by ETriggerEvent. Use when wiring movement/look/jump input, creating IA_/IMC_ assets, binding in C++ or Blueprints, or when the user mentions Enhanced Input, Input Mapping Context, Input Action, IA_/IMC_, or ETriggerEvent.

    2.7k94 tok idle · 1,381 in use
  73. unreal-niagaragamedev-skills/awesome-gamedev-agent-skills

    Create and control VFX in Unreal Engine 5 with Niagara: systems and emitters, modules and the spawn/update stages, exposed User parameters, and spawning or driving effects from Blueprints or C++. Use when building particle effects, NS_/NE_ assets, spawning a Niagara system at runtime, setting User parameters, or when the user mentions Niagara, VFX, or a particle system in Unreal.

    2.7k85 tok idle · 1,308 in use
  74. unreal-packaginggamedev-skills/awesome-gamedev-agent-skills

    Package and ship an Unreal Engine 5 project: the Platforms menu Package Project flow, build configurations (Development vs Shipping), cooking content, packaging settings and the Game Default Map, and command-line builds with RunUAT BuildCookRun. Use when packaging a build, making a shipping build, cooking content, configuring packaging settings, or when the user mentions package Unreal, cook content, shipping build, or BuildCookRun.

    2.7k89 tok idle · 1,194 in use
  75. visual-novelgamedev-skills/awesome-gamedev-agent-skills

    Build a visual novel: a branching script, character and background display, a text box with choices, save/load, backlog, and skip/auto. Use for a VN, dating sim, or branching story game.

    2.7k47 tok idle · 1,534 in use