AGENT SKILLS · EQUIPO DE MISIÓN / gamedev-skills

gamedev-skills · Agent Skills

77 skills with substantive source documentation and an official publisher or observed installation demand. Read each skill’s original documentation through its card.

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
16
GitHub Stars
4,3 mil
Actualizado
24 oct
gamedev-skills
Comunidad

audio-design

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.

instalaciones
13
GitHub Stars
4,3 mil
Actualizado
24 oct
gamedev-skills
Comunidad

performance-optimization

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

instalaciones
13
GitHub Stars
4,3 mil
Actualizado
24 oct
gamedev-skills
Comunidad

shader-programming

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.

instalaciones
13
GitHub Stars
4,3 mil
Actualizado
24 oct
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 me

instalaciones
11
GitHub Stars
3,5 mil
Actualizado
23 oct
gamedev-skills
Comunidad

threejs-scene-setup

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

instalaciones
11
GitHub Stars
4,3 mil
Actualizado
24 oct
gamedev-skills
Comunidad

create-game-assets

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.

instalaciones
9
GitHub Stars
3,5 mil
Actualizado
23 oct
gamedev-skills
Comunidad

godot-ui-control

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.

instalaciones
9
GitHub Stars
3,5 mil
Actualizado
23 oct
gamedev-skills
Comunidad

level-design

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.

instalaciones
9
GitHub Stars
3,5 mil
Actualizado
23 oct
gamedev-skills
Comunidad

ai-behavior-trees-utility-ai

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, s

instalaciones
8
GitHub Stars
3,5 mil
Actualizado
23 oct
gamedev-skills
Comunidad

camera-systems

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 camer

instalaciones
8
GitHub Stars
3,5 mil
Actualizado
23 oct
gamedev-skills
Comunidad

card-game

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.

instalaciones
8
GitHub Stars
3,5 mil
Actualizado
23 oct
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
8
GitHub Stars
3,5 mil
Actualizado
23 oct
gamedev-skills
Comunidad

ebitengine-game

Create, improve, debug and package playable 2D games in Go with Ebitengine (github.com/hajimehoshi/ebiten/v2). Use for Ebitengine game requests: game design translated into a complete loop, input, rendering, text, audio, scenes, gameplay tests and desktop, browser or mobile builds. Also use when fixing these systems in an existing Ebitengine game. Do not apply to unrelated Go software or engine-internal patches merely because they depend on Ebitengine.

instalaciones
8
GitHub Stars
3,5 mil
Actualizado
23 oct
gamedev-skills
Comunidad

fps-shooter

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.

instalaciones
8
GitHub Stars
3,5 mil
Actualizado
23 oct
gamedev-skills
Comunidad

game-ai

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.

instalaciones
8
GitHub Stars
3,5 mil
Actualizado
23 oct
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
8
GitHub Stars
3,5 mil
Actualizado
23 oct
gamedev-skills
Comunidad

godot-3d-essentials

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.

instalaciones
8
GitHub Stars
3,5 mil
Actualizado
23 oct
gamedev-skills
Comunidad

godot-animation

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 createtween(). Use when working with AnimationPlayer/AnimationTree nodes in a .tscn, blending character states, sprite-sheet animation, or code-driven Tweens.

instalaciones
8
GitHub Stars
3,5 mil
Actualizado
23 oct
gamedev-skills
Comunidad

godot-audio

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.

instalaciones
8
GitHub Stars
3,5 mil
Actualizado
23 oct
gamedev-skills
Comunidad

godot-csharp

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.

instalaciones
8
GitHub Stars
3,5 mil
Actualizado
23 oct
gamedev-skills
Comunidad

godot-export

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 exportpresets.cfg, building for web/desktop/mobile, or automating builds from the command line.

instalaciones
8
GitHub Stars
3,5 mil
Actualizado
23 oct
gamedev-skills
Comunidad

godot-gdscript

Write idiomatic GDScript for Godot 4.7: static typing, the node lifecycle (ready/process/physicsprocess), @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).

instalaciones
8
GitHub Stars
3,5 mil
Actualizado
23 oct
gamedev-skills
Comunidad

godot-gdscript-headless-testing

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.

instalaciones
8
GitHub Stars
3,5 mil
Actualizado
23 oct