Game-development Agent Skills for AI coding agents: install once and a master router loads the right skill for your engine and task. 66 original, version-pinned skills (plus a master router) in the portable SKILL.md format that runs across Claude Code, Cursor, Codex, Copilot, Gemini CLI and more, for Godot, Unity, Unreal, web and beyond.
# Add to your Claude Code skills
git clone https://github.com/gamedev-skills/awesome-gamedev-agent-skillsGuides for using ai agents skills like awesome-gamedev-agent-skills.
awesome-gamedev-agent-skills is an open-source ai agents skill for AI coding assistants such as Claude Code, Codex CLI, and ChatGPT, built by gamedev-skills. Game-development Agent Skills for AI coding agents: install once and a master router loads the right skill for your engine and task. 66 original, version-pinned skills (plus a master router) in the portable SKILL.md format that runs across Claude Code, Cursor, Codex, Copilot, Gemini CLI and more, for Godot, Unity, Unreal, web and beyond. It has 74 GitHub stars.
awesome-gamedev-agent-skills's catalog security scan is still queued. You can run an instant dependency and prompt-injection check now with the "Scan for vulnerabilities" button above.
Clone the repository with "git clone https://github.com/gamedev-skills/awesome-gamedev-agent-skills" and add it to your Claude Code skills directory (see the Installation section above).
awesome-gamedev-agent-skills is primarily written in Python. It is open-source under gamedev-skills on GitHub, so you can review or fork the full source.
Yes. SkillsLLM lists many other AI Agents skills you can browse and compare side by side. Open the AI Agents category from the badge at the top of this page, or use the Related Skills and comparison links further down to weigh awesome-gamedev-agent-skills against similar tools.
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Game-development expertise for AI coding agents — install once, and a router loads the right skill for whatever you're building.
Agent Skills are small capability files an AI agent loads only when it needs them. This repo gives your agent 66 game-dev skills and a router that picks the right ones for you. You describe what you're building; the agent loads the matching engine and task skills before it writes code.
One command, any agent. The skills CLI detects the
coding agent you already use and installs the router plus all 66 skills into the right place:
npx skills add gamedev-skills/awesome-gamedev-agent-skills
Add --list to preview first, -g to install for every project, or -a <agent> to target a
specific tool (-a cursor, -a claude-code, -a gemini-cli, …). The same SKILL.md files load
natively in Claude Code, Cursor, Windsurf, Cline, Codex, Gemini CLI, GitHub Copilot, Kiro, and
dozens more — there's nothing to convert.
Claude Code plugin (alternative). This repo is also a Claude Code plugin marketplace, so you can install it with Claude's own commands:
claude plugin marketplace add gamedev-skills/awesome-gamedev-agent-skills
claude plugin install gamedev@awesome-gamedev-agent-skills
Building in only one engine? Install a smaller bundle — router plus your engine:
claude plugin install router@awesome-gamedev-agent-skills
claude plugin install godot@awesome-gamedev-agent-skills # or: unity · unreal · web-engines · other-engines
Prefer to copy the files by hand, or want the exact per-tool paths? See
docs/INSTALLATION.md.
Then just talk to your agent — see below.
Describe the task in plain language. The router figures out the skills:
| You say | Skills it loads for you |
|---|---|
| "add a double jump to my Godot player" | godot-2d-movement + platformer |
| "make an inventory for my Unity RPG" | unity-scriptableobjects + rpg + save-systems |
| "procedural dungeon roguelike in Godot" | godot-tilemap + procedural-gen + roguelike |
| "how should I design save slots?" | save-systems |
| "publish my game on itch with butler" | itch-publish |
You never type the skill names on the right. That's the router's job.
You never name a skill. On each request the router does three things:
project.godot means Godot, a *.uproject
means Unreal, and so on. If it can't tell, it just asks.That's why "add a double jump to my Godot player" loads godot-2d-movement + platformer and
nothing else.
The full algorithm — every engine fingerprint, the task-to-skill table, and how engine,
discipline, genre, and workflow skills compose — lives in the router skill itself:
router/SKILL.md. In short: engine selection is exclusive (exactly one
engine), while disciplines, genres, and workflows are additive on top.
66 skills across 8 categories — each links to its SKILL.md below.
skills/godot/) · Godot 4.x| Skill | Scope |
|---|---|
godot-gdscript |
GDScript language: typing, lifecycle, @export, signals, idioms |
godot-nodes-scenes |
Scene tree, node composition, instancing, autoloads, PackedScene |
godot-signals-groups |
Event-driven design with signals + groups |
godot-2d-movement |
CharacterBody2D kinematic movement, move_and_slide, slopes |
godot-tilemap |
TileMapLayer/TileSet: autotiling, terrain, collision/nav layers |
godot-physics |
Rigid/Area/Static bodies (2D+3D), collision layers, raycasts |
godot-ui-control |
Control nodes: anchors, containers, themes, focus nav |
godot-animation |
AnimationPlayer, AnimationTree, Tween |
godot-shaders |
Godot shading language: 2D canvas_item + 3D spatial shaders |
godot-3d-essentials |
3D nodes, cameras, lighting, environment/post, GridMap |
godot-resources |
Custom Resource classes, .tres, data-driven design |
godot-audio |
AudioStreamPlayer, buses, effects, sync-to-beat |
godot-multiplayer |
High-level multiplayer: MultiplayerAPI, RPCs, spawner/sync |
godot-export |
Export presets/templates, platform builds, headless CLI export |
godot-csharp |
C#/.NET in Godot: bindings, signals as events, GDScript interop |
skills/unity/) · Unity 6 (6000.0 LTS)| Skill | Scope |
|---|---|
unity-csharp-scripting |
MonoBehaviour lifecycle, component model, coroutines, serialization |
unity-input-system |
New Input System: actions, bindings, action maps, devices |
unity-physics |
Rigidbody, colliders, layers, joints |
unity-animation |
Animator Controllers, state machines, blend trees, humanoid IK |
unity-scriptableobjects |
Data architecture with ScriptableObject |
unity-tilemap-2d |
2D Tilemap/Tile Palette, rule tiles, tilemap colliders |
unity-navmesh |
AI navigation: NavMesh bake, NavMeshAgent |
unity-build-pipeline |
Build/player/quality settings, code stripping, Addressables |
skills/unreal/) · Unreal Engine 5.4+| Skill | Scope |
|---|---|
unreal-blueprints |
Blueprint visual scripting: classes, graphs, comms, common nodes |
unreal-cpp-gameplay |
C++ gameplay + Gameplay Framework (GameMode, Pawn, Controller) |
unreal-enhanced-input |
Enhanced Input: Input Actions, Mapping Contexts, Modifiers, Triggers |
unreal-behavior-trees |
AI Behavior Trees + Blackboard, tasks/decorators/services |
unreal-niagara |
Niagara VFX: systems, emitters, modules, parameters |
unreal-packaging |
Packaging/cooking projects, build configs, shipping builds |
skills/web-engines/) · Phaser 3 · PixiJS v8 · three.js r165+| Skill | Scope |
|---|---|
phaser-core |
Phaser 3 game config, Scene lifecycle, loader, cameras |
phaser-arcade-physics |
Arcade Physics: bodies, velocity, colliders/overlap, groups |
pixijs-rendering |
PixiJS v8 scene graph: Application, Container, Sprite, events |
threejs-scene-setup |
Three.js scene/camera/renderer/animation-loop, resizing, controls |
threejs-gltf-loading |
Loading glTF/GLB + skinned animation (GLTFLoader/AnimationMixer) |
[threejs-materials-lighting](skil |