
67 种用于 AI 编码代理的游戏开发技能 — Godot、Unity、Unreal、Phaser、PixiJS、three.js、Bevy、pyga
67 种用于 AI 编码代理的游戏开发技能 — Godot、Unity、Unreal、Phaser、PixiJS、three.js、Bevy、pyga
73 game-dev skills for your AI coding agent — 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 73 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 73 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 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.
Want to read the catalog as web pages instead? Every skill, engine group, and per-agent install
path is browsable at
gamedev-skills.github.io/awesome-gamedev-agent-skills,
generated straight from the SKILL.md files in this repo.
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 |
| "make a cohesive pixel-art player, enemies, and tiles" | create-game-assets + the detected engine importer |
| "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 exact detection signals and routing table
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.
73 skills across 8 categories — each links to its SKILL.md below.
skills/godot/) · Godot 4.7| 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 6.3 LTS (6000.3)| 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 5.8| 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 4.2 · PixiJS 8.19 · three.js r184| Skill | Scope |
|---|---|
phaser-core |
Phaser 4.2 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 |
Materials (PBR), lights, shadows, environment maps |
skills/other-engines/) · Bevy · pygame · LÖVE · Roblox| Skill | Scope |
|---|---|
bevy-ecs |
Bevy app + ECS: components, systems, queries, resources, plugins (Bevy 0.19) |
pygame-core |
pygame loop, Surface/Rect, sprites/groups, events (pygame-ce 2.5.7) |
love2d-core |
LÖVE load/update/draw loop, dt-driven motion, input, states (LÖVE 11.5) |
roblox-luau |
Roblox Luau scripting: services, instances, client/server model |
roblox-datastores |
Persistent data with DataStoreService: sessions, limits, ordered stores |
roblox-ui |
Roblox UI: ScreenGui layout, responsive scaling, safe areas, gamepad/touch navigation |
roblox-networking |
Remotes, server-authoritative validation, rate limiting, replication boundaries |
roblox-characters |
Character lifecycle: spawn/respawn scopes, Humanoid, rigs, Animator tracks |
roblox-physics |
Assemblies, constraints, collision/query policy, raycasts, forces, network ownership |
roblox-studio-workflow |
Explorer-first place editing, structure preservation, multi-context Studio verification |
skills/disciplines/)Cross-engine concepts that load alongside the detected engine skill.
| Skill | Scope |
|---|---|
create-game-assets |
Art direction and production pipeline for cohesive sprites, tiles, textures, icons, UI art, and 3D assets |
game-ai |
NPC decision-making: FSMs, behavior trees, steering, pathfinding |
[ai-behavior-trees-utility-ai](sk |
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