gamedev-skills/awesome-gamedev-agent-skills

router

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.

Ver código fuente
Documento original del Skill

Contenido del repositorio de origen con títulos, ejemplos, código, tablas, enlaces e imágenes preservados.

Master Router — Game-Development Skill Dispatcher

The entry point for game-development work. It fingerprints the project to pick one engine, classifies the task from the request, names the minimal set of specialized skills, and tells you to read them before acting. It dispatches and composes — it does not re-teach engine APIs.

When to use

  • Use at the start of any game-development request — building or debugging a game, level,

player, enemy, shader, UI, save system, multiplayer, input, audio, AI, dialogue, procedural content, or visual asset set — to decide which skill(s) to load.

  • Use when the user names an engine or genre, says "make a game", or asks "which skill should I

use?".

When not to use: once the right skill is loaded and the task is squarely inside it, work from that skill — don't re-run the router every turn. Re-route only when the task pivots* to a new engine or concern (router step 6).

Routing algorithm

  1. Detect engine and version — project fingerprint → at most one engine skill set (or

"unknown"), then read the project's version source. §1.

  1. Classify task — phrasing → discipline(s) + at most one genre + workflow(s). §2.
  2. Resolve — the minimal set: engine skill(s) + discipline(s) + genre + workflow(s). §3.
  3. Read (disclosure) — open only the chosen SKILL.md bodies; references/ only on demand. §4.
  4. Compose — order: engine fundamentals → discipline concept → genre glue → workflow. §5.
  5. Fallback — engine unknown or no skill fits → ask or default to Godot; state any gap. §6.

1. Engine detection (project fingerprint)

Scan for the highest-confidence signal; choose exactly one engine. Stop at the first match.

| # | Engine | Primary signal | Skill set root | |:-:|--------|----------------|----------------| | 1 | Godot | project.godot | skills/godot/ | | 2 | Unreal | *.uproject | skills/unreal/ | | 3 | Unity | Assets/ and ProjectSettings/ProjectVersion.txt | skills/unity/ | | 4 | Bevy | Cargo.toml with a bevy dependency | skills/other-engines/bevy-ecs/ | | 5 | Phaser | package.json dep phaser | skills/web-engines/phaser-* | | 6 | PixiJS | package.json dep pixi.js | skills/web-engines/pixijs-rendering/ | | 7 | three.js | package.json dep three | skills/web-engines/threejs-* | | 8 | LÖVE | conf.lua / main.lua calling love.* | skills/other-engines/love2d-core/ | | 9 | pygame | *.py with import pygame | skills/other-engines/pygame-core/ | | 10 | Roblox | *.rbxl(x) / *.project.json (Rojo) | skills/other-engines/roblox-* |

For secondary signals, the Godot-C#/Unity/Bevy and multi-web disambiguation rules, monorepos, and plain-text engine mentions, read references/engine-detection.md.

After identifying the engine, read its version from project metadata or dependency locks before choosing APIs. Existing projects keep their pinned version unless migration is requested; the catalog baseline is only for new projects. The exact version sources are in the detection reference and ../docs/VERSION-SUPPORT.md.

2. Task classification (phrasing → category)

After the engine, read the request for task signals (three additive categories):

  • disciplines (cross-engine concepts): create-game-assets, game-ai, ai-behavior-trees-utility-ai, procedural-gen, dialogue-systems,

save-systems, audio-design, shader-programming, physics-tuning, level-design, input-systems, game-feel, camera-systems, game-ui-ux, performance-optimization. Triggered by concept words ("sprite sheet", "art direction", "texture", "pathfinding", "save slots", "fragment shader", "screen shake", "camera follow", "HUD/menu", "optimize/low FPS").

  • genres (whole-game templates): platformer, roguelike, rpg, fps-shooter,

tower-defense, card-game, visual-novel, survival-crafting, puzzle. Triggered by genre words ("make a roguelike", "deckbuilder").

  • workflows (process/shipping): game-jam, prototype-fast, steam-publish,

itch-publish. Triggered by process words ("publish on Steam", "vertical slice").

File signals sharpen this: *.yarn/*.inkdialogue-systems/visual-novel; steam_appid.txtsteam-publish; *.inputactionsunity-input-system.

3. Routing table (task → category → skill)

3a. Engine skills — read the one matching the detected engine + sub-task

  • Godot (skills/godot/): language godot-gdscript / godot-csharp; structure

godot-nodes-scenes, godot-signals-groups; 2D godot-2d-movement, godot-tilemap; 3D godot-3d-essentials; physics godot-physics; UI godot-ui-control; animation godot-animation; shaders godot-shaders; data godot-resources; audio godot-audio; netcode godot-multiplayer; ship godot-export.

  • Unity (skills/unity/): scripting unity-csharp-scripting; input unity-input-system;

physics unity-physics; animation unity-animation; data unity-scriptableobjects; 2D unity-tilemap-2d; AI nav unity-navmesh; ship unity-build-pipeline.

  • Unreal (skills/unreal/): visual scripting unreal-blueprints; C++ gameplay

unreal-cpp-gameplay; input unreal-enhanced-input; AI unreal-behavior-trees; VFX unreal-niagara; ship unreal-packaging.

  • Web (skills/web-engines/): phaser-core, phaser-arcade-physics; pixijs-rendering;

threejs-scene-setup, threejs-gltf-loading, threejs-materials-lighting.

  • Other (skills/other-engines/): bevy-ecs, pygame-core, love2d-core, roblox-luau,

roblox-datastores.

3b. Disciplines — load with the engine skill (concept ↔ engine API)

Concept (says:)Discipline skillPairs with (engine API)
art direction, game assets, sprites, tilesets, textures, icons, 3D propscreate-game-assetsengine importer/rendering skill; imagegen when available
enemy AI, behavior tree, pathfinding, steeringgame-aiunity-navmesh / unreal-behavior-trees / Godot nav
BT runtime, blackboard, decorator, selector/sequence, utility AI, response curve, considerationai-behavior-trees-utility-aigame-ai (model choice) / unreal-behavior-trees (engine assets)
procedural, noise, seed, dungeon generatorprocedural-genengine tilemap/grid skill
dialogue, Yarn, Ink, conversation treedialogue-systemsengine UI skill
save/load, slots, persistencesave-systemsroblox-datastores / engine IO
adaptive music, mixer, ducking, SFXaudio-designgodot-audio / Unity AudioMixer
shader, fragment, dissolve/outlineshader-programminggodot-shaders / engine material
jitter, tunneling, fixed timestepphysics-tuninggodot-physics / unity-physics
whitebox, blockout, tile layout, pacinglevel-designgodot-tilemap / unity-tilemap-2d
rebind, gamepad, input bufferinginput-systemsunity-input-system / unreal-enhanced-input / Godot InputMap
screen shake, hit-stop, juice, squash & stretch, "make it punchy"game-feelengine animation/tween + camera-systems (shake)
camera follow, deadzone, look-ahead, orbit, first-personcamera-systemsgodot-2d-movement / godot-3d-essentials / Cinemachine
HUD, menu, UI layout, scaling, safe area, focus navgame-ui-uxgodot-ui-control / Unity UI (UGUI/UI Toolkit)
low FPS, optimize, draw calls, GC spike, pooling, profilerperformance-optimizationengine profiler + physics-tuning

3c. Genres — compose engine + disciplines (bind * to the detected engine)

Genre (says:)composes
platformer, jump, double jumpgodot-2d-movement (or engine physics) + godot-tilemap/unity-tilemap-2d + level-design + camera-systems + game-feel
roguelike, procedural dungeon, permadeathprocedural-gen + godot-tilemap/unity-tilemap-2d + game-ai + save-systems + game-feel
RPG, stats, inventory, questsgodot-resources/unity-scriptableobjects + dialogue-systems + save-systems + game-ui-ux
FPS, first-person, hitscangodot-3d-essentials/unreal-cpp-gameplay + input-systems + game-ai + camera-systems + game-feel
tower defense, waves, lanesgame-ai + engine movement + level-design + game-ui-ux
card game, deckbuilder, TCGgodot-resources/unity-scriptableobjects + game-ui-ux (+ engine UI)
visual novel, branching storydialogue-systems + save-systems + game-ui-ux
survival, crafting, gatheringsave-systems + godot-resources/unity-scriptableobjects + procedural-gen + game-ui-ux
puzzle, match-3, grid logicgodot-tilemap/unity-tilemap-2d + level-design + game-feel

3d. Workflows — engine-independent process & shipping

game-jam (jam, 48-hour, Ludum Dare/GMTK) · prototype-fast (vertical slice, MVP, greybox) · steam-publish (Steam, Steamworks, depot; steam_appid.txt) · itch-publish (itch.io, butler; .itch.toml).

For the exhaustive per-skill trigger list and every engine binding, read references/routing-table.md.

4. Read protocol (progressive disclosure)

  1. Preloaded: only each skill's name + description are in context. Decide from those plus

the fingerprint — do not pre-read bodies.

  1. On selection: read the body of each chosen skills/<category>/<name>/SKILL.md — and

only those. Never bulk-load a whole category.

  1. On demand: read a skill's bundled references/ files only when the subtask needs that

depth (the skill body says when).

  1. Re-route on pivot: if the task changes (movement → saving), select and read the newly

relevant skill instead of keeping everything loaded.

Announce what you load and why, e.g.: "Detected Godot (`project.godot`). Loading `godot-2d-movement` for the controller and `platformer` for jump feel; will open the platformer skill's `feel-tuning.md` reference if you want coyote-time/buffering."

5. Composition rules

  • One engine set, additive concepts. Exactly one engine skill set; add the disciplines the

task needs and usually at most one genre. Workflows attach independently.

  • Order: engine fundamentals → discipline concept → genre orchestration → workflow. For asset

production, approve the visual target before generating a family, then finish with the engine import settings and an in-context capture.

  • Ownership on overlap: the engine skill owns API/syntax; the discipline skill owns

the portable concept/algorithm and defers to the engine skill for code; the genre skill owns structure/glue and links out instead of re-teaching a primitive.

  • Hand-offs: when a genre's composes names a slot like *-2d-movement, bind it to the

detected engine. If that engine lacks the exact skill, see §6 and references/routing-table.md ("Binding gaps").

6. Unknown-engine & no-skill fallback

Engine unknown (no fingerprint, no engine named):

  1. Check the request for a plain-text engine name ("in Unity", "using Phaser"). If found, adopt it.
  2. If the task is a pure concept/genre/workflow question, route straight to the engine-agnostic

discipline/genre/workflow skill — no engine needed ("what's a good save format?" → save-systems).

  1. Only if engine choice actually blocks the answer, ask one targeted question ("Which engine —

Godot, Unity, Unreal, or a web/other engine?"). If the user has no preference and one is needed, default to Godot (the most fully covered engine here) and say so.

  1. Never invent an engine or load an engine skill on a guess.

Engine known but no skill covers the subtask: load the closest engine skill plus the relevant discipline and state the gap plainly (e.g. "no dedicated Unity 2D-movement skill; using unity-csharp-scripting + unity-physics"). Never fabricate a skill name.

Conflicting/multiple genres: pick the dominant genre from the phrasing; mention the secondary and offer to load it if the user confirms.

Worked examples

RequestDetected engineSkills loaded (in order)
"add a double jump to my Godot player"Godot (project.godot)godot-2d-movementplatformer
"make an inventory for my Unity RPG"Unity (Assets/+ProjectSettings/)unity-scriptableobjectsrpgsave-systems
"procedural dungeon roguelike in Godot"Godotgodot-tilemapprocedural-genroguelike
"branching dialogue from a .yarn file"(none required)dialogue-systems (+ engine UI skill if an engine is detected)
"how do I design save slots with migration?"(none)save-systems only
"publish my game on itch with butler"(any/none)itch-publish only
"I want to make a game but don't know what to use"unknown → ask, default Godotrouter asks once; then e.g. godot-nodes-scenes
"make hits feel punchy in my Godot game"Godot (project.godot)game-feel (+ camera-systems for shake)
"the camera should follow my player smoothly"(detected engine)camera-systems (+ engine movement skill)
"my Unity game drops to 30 FPS, optimize it"Unity (Assets/+ProjectSettings/)performance-optimization (profile first) → engine skill
"make a cohesive pixel-art player and enemy set"(detected engine)create-game-assets → relevant engine import/rendering skill

References

  • Full engine fingerprints, secondary signals, and disambiguation: references/engine-detection.md.
  • Exhaustive per-skill trigger words, engine bindings, and binding gaps: references/routing-table.md.
del mismo repositorio

Más Skills

Todos los Skills
gamedev-skills
Comunidad

game-feel

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.

instalaciones
4
GitHub Stars
878
Actualizado
24 ago
gamedev-skills
Comunidad

game-ui-ux

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.

instalaciones
4
GitHub Stars
878
Actualizado
24 ago
gamedev-skills
Comunidad

dialogue-systems

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.

instalaciones
4
GitHub Stars
874
Actualizado
24 ago
gamedev-skills
Comunidad

godot-2d-movement

Implement 2D kinematic character movement in Godot 4.7 with CharacterBody2D and moveandslide(): 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 moveandslide()/ isonfloor() behavior in a .tscn with a CharacterBody2D.

instalaciones
4
GitHub Stars
874
Actualizado
24 ago