Come usare
- Copia il comando e controlla il pacchetto prima di installarlo nel tuo ambiente agente.
- Controlla strumenti, credenziali e ambienti richiesti nel documento originale.
- Descrivi input e risultato desiderato; confronta l’output con le fonti.
npx skills add https://github.com/gamedev-skills/awesome-gamedev-agent-skills --skill routerPrima di iniziare
- L’installazione non include abbonamenti, quote API o accesso ai file.
- Stelle e installazioni indicano attività, non un test indipendente di qualità o sicurezza.
Contenuto dal repository con titoli, esempi, codice, tabelle, link e immagini preservati.
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
- Detect engine and version — project fingerprint → at most one engine skill set (or
"unknown"), then read the project's version source. §1.
- Classify task — phrasing → discipline(s) + at most one genre + workflow(s). §2.
- Resolve — the minimal set: engine skill(s) + discipline(s) + genre + workflow(s). §3.
- Read (disclosure) — open only the chosen
SKILL.mdbodies;references/only on demand. §4. - Compose — order: engine fundamentals → discipline concept → genre glue → workflow. §5.
- Fallback — preserve existing engines, including custom/proprietary ones; bind missing APIs
from project evidence and state any gap. For a new project with no engine preference, see §6.
1. Engine detection (project fingerprint)
Scan for the highest-confidence signal; choose exactly one engine for the target project. An explicitly identified custom/proprietary engine is a valid result even without a catalog skill. Check the target's build and runtime entry point before treating a bundled library/tool as its engine.
| # | 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 | Ebitengine | go.mod requiring github.com/hajimehoshi/ebiten/v2 | skills/ebitengine/ | | 5 | Bevy | Cargo.toml with a bevy dependency | skills/other-engines/bevy-ecs/ | | 6 | Phaser | package.json dep phaser | skills/web-engines/phaser-* | | 7 | PixiJS | package.json dep pixi.js | skills/web-engines/pixijs-rendering/ | | 8 | three.js | package.json dep three | skills/web-engines/threejs-* | | 9 | Defold | game.project | skills/other-engines/defold-core/ | | 10 | LÖVE | conf.lua / main.lua calling love.* | skills/other-engines/love2d-core/ | | 11 | pygame | *.py with import pygame | skills/other-engines/pygame-core/ | | 12 | Roblox | *.rbxl(x) / *.project.json (Rojo) | skills/other-engines/roblox-* |
For secondary signals, the Godot-C#/Unity/Bevy, Defold/LÖVE/Lua 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; each engine skill states its new-project baseline, and the catalog-wide table is docs/VERSION-SUPPORT.md in the source repository (it is not installed with the router).
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/*.ink → dialogue-systems/visual-novel; steam_appid.txt → steam-publish; *.inputactions → unity-input-system.
3. Routing table (task → category → skill)
3a. Engine skills — read the one matching the detected engine + sub-task
- Godot (
skills/godot/): languagegodot-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; headless CLI tests godot-gdscript-headless-testing; ship godot-export.
- Unity (
skills/unity/): scriptingunity-csharp-scripting; inputunity-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 scriptingunreal-blueprints; C++ gameplay
unreal-cpp-gameplay; input unreal-enhanced-input; AI unreal-behavior-trees; VFX unreal-niagara; ship unreal-packaging.
- Ebitengine (
skills/ebitengine/):ebitengine-gamefor Go 2D games and focused
input, rendering, text, audio, state/testing and build work. Select only its relevant references; generating the starter is optional for an existing project.
- 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; Defold
defold-core (collections, game objects, scripts, input, messages, factories, proxies, Bob builds); Roblox foundation roblox-luau, persistence roblox-datastores, UI roblox-ui, remotes/security roblox-networking, character lifecycle roblox-characters, simulation/queries roblox-physics, in-Studio operation roblox-studio-workflow, and simulator/tycoon/idle economy balancing roblox-simulator-economy.
3b. Disciplines — load with the engine skill (concept ↔ engine API)
Concept (says:) | Discipline skill | Pairs with (engine API) |
|---|---|---|
| art direction, game assets, sprites, tilesets, textures, icons, 3D props | create-game-assets | engine importer/rendering skill; imagegen when available |
| enemy AI, behavior tree, pathfinding, steering | game-ai | unity-navmesh / unreal-behavior-trees / Godot nav |
| BT runtime, blackboard, decorator, selector/sequence, utility AI, response curve, consideration | ai-behavior-trees-utility-ai | game-ai (model choice) / unreal-behavior-trees (engine assets) |
| procedural, noise, seed, dungeon generator, WFC | procedural-gen | engine tilemap/grid skill |
| dialogue, Yarn, Ink, conversation tree | dialogue-systems | engine UI skill |
| save/load, slots, persistence | save-systems | roblox-datastores / engine IO |
| adaptive music, mixer, ducking, SFX | audio-design | godot-audio / Unity AudioMixer |
| shader, fragment, dissolve/outline | shader-programming | godot-shaders / engine material |
| jitter, tunneling, fixed timestep | physics-tuning | godot-physics / unity-physics |
| whitebox, blockout, tile layout, pacing | level-design | godot-tilemap / unity-tilemap-2d |
| rebind, gamepad, input buffering | input-systems | unity-input-system / unreal-enhanced-input / Godot InputMap |
| screen shake, hit-stop, juice, squash & stretch, "make it punchy" | game-feel | engine animation/tween + camera-systems (shake) |
| camera follow, deadzone, look-ahead, orbit, first-person | camera-systems | godot-2d-movement / godot-3d-essentials / Cinemachine |
| HUD, menu, UI layout, scaling, safe area, focus nav | game-ui-ux | godot-ui-control / Unity UI (UGUI/UI Toolkit) |
| low FPS, optimize, draw calls, GC spike, pooling, profiler | performance-optimization | engine profiler + physics-tuning |
For Roblox, compose cross-engine concepts with the focused engine skill: HUD/menu requests use roblox-ui + game-ui-ux (+ input-systems for gameplay bindings); remote exploit or replication requests use roblox-networking + roblox-luau; respawn/rig requests use roblox-characters; physical simulation/query requests use roblox-physics (+ physics-tuning for stability); simulator, tycoon, clicker or idle economy requests (upgrade costs, rebirths, offline earnings, big numbers, paid eggs/crates odds) use roblox-simulator-economy + roblox-networking (+ roblox-datastores for saving); direct place editing also uses roblox-studio-workflow.
For Ebitengine, bind engine-specific slots to ebitengine-game and its relevant reference (input, rendering, text/UI, audio, gameplay, tilemaps or state/testing). Add only the needed disciplines; do not load Godot or Unity APIs from a genre's example bindings. Native 3D and a ready-made network backend are not supplied by this 2D skill; state those gaps when relevant.
For Defold, bind engine-specific slots (movement, input, spawning, level loading, build) to defold-core and add only the needed disciplines, e.g. "add player movement to my Defold game" → defold-core + input-systems (+ platformer for a platformer). Defold has no dedicated GUI, tilemap or physics skill yet; use defold-core and its build reference's pointers, and state the gap.
3c. Genres — compose engine + disciplines (bind * to the detected engine)
Genre (says:) | composes |
|---|---|
| platformer, jump, double jump | godot-2d-movement (or engine physics) + godot-tilemap/unity-tilemap-2d + level-design + camera-systems + game-feel |
| roguelike, procedural dungeon, permadeath | procedural-gen + godot-tilemap/unity-tilemap-2d + game-ai + save-systems + game-feel |
| RPG, stats, inventory, quests | godot-resources/unity-scriptableobjects + dialogue-systems + save-systems + game-ui-ux |
| FPS, first-person, hitscan | godot-3d-essentials/unreal-cpp-gameplay + input-systems + game-ai + camera-systems + game-feel |
| tower defense, waves, lanes | game-ai + engine movement + level-design + game-ui-ux |
| card game, deckbuilder, TCG | godot-resources/unity-scriptableobjects + game-ui-ux (+ engine UI) |
| visual novel, branching story | dialogue-systems + save-systems + game-ui-ux |
| survival, crafting, gathering | save-systems + godot-resources/unity-scriptableobjects + procedural-gen + game-ui-ux |
| puzzle, match-3, grid logic | godot-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)
- Preloaded: only each skill's
name+descriptionare in context. Decide from those plus
the fingerprint — do not pre-read bodies.
- On selection: read the body of each chosen
skills/<category>/<name>/SKILL.md— and
only those. Never bulk-load a whole category.
- On demand: read a skill's bundled
references/files only when the subtask needs that
depth (the skill body says when).
- 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, additive concepts. Use its engine skill set when available; for an unsupported
engine, use project evidence as the API binding instead. 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
composesnames 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):
- Check the request for a plain-text engine name ("in Unity", "using Phaser"). If found, adopt it.
- 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).
- Only if engine choice actually blocks the answer, ask one targeted question about the
engine or project entry point. For a new project with no existing engine and no user preference, default to Godot (the most fully covered engine here) and say so.
- Never invent an engine or load an engine skill on a guess.
Custom, proprietary, in-house, or unsupported engine: keep that engine and its toolchain. Read references/custom-engines.md to map the relevant discipline/genre concepts onto verified project APIs, using local documentation, headers/source, examples, and build/test commands. No catalog engine skill is required. Do not switch engines or invent a compatible API.
Catalog engine known but no skill covers the subtask: load the closest skill for that same engine 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
| Request | Detected engine | Skills loaded (in order) |
|---|---|---|
| "add a double jump to my Godot player" | Godot (project.godot) | godot-2d-movement → platformer |
| "make an inventory for my Unity RPG" | Unity (Assets/+ProjectSettings/) | unity-scriptableobjects → rpg → save-systems |
| "add an inventory to my proprietary C++ RPG" | existing custom engine | custom-engine reference → rpg + save-systems; bind data/UI to verified project APIs |
| "build a 2D puzzle in Go with Ebitengine" | Ebitengine (named; later go.mod) | ebitengine-game → puzzle |
| "fix a stale HUD in my Go game" | Ebitengine (go.mod + game imports) | ebitengine-game → game-ui-ux; read text/UI, no new scaffold |
| "add player movement to my Defold game" | Defold (game.project) | defold-core → input-systems |
| "rebirths in my Roblox simulator take forever" | Roblox (*.project.json / place file) | roblox-luau → roblox-simulator-economy → roblox-networking |
| "procedural dungeon roguelike in Godot" | Godot | godot-tilemap → procedural-gen → roguelike |
"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 Godot | router 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. - Custom/proprietary or unsupported engine integration:
references/custom-engines.md.

