@GitHub_Daily: 用 AI 开发游戏,给 Godot 里的角色加个二段跳,它写出来的经常是老版本的写法,一跑就报错。 awesome-gamedev-agent-skills 给 Agent 准备了 77 个游戏开发 Skill,覆盖 Godot、Unit…
摘要
awesome-gamedev-agent-skills 项目提供了 77 个覆盖 Godot、Unity、Unreal、three.js 等 12 个引擎的游戏开发 Skill,并内置路由器自动识别项目引擎与需求、按需加载对应 Skill,兼容 Claude Code、Cursor、Codex、Gemini CLI 等主流 AI 编码工具。
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用 AI 开发游戏,给 Godot 里的角色加个二段跳,它写出来的经常是老版本的写法,一跑就报错。
awesome-gamedev-agent-skills 给 Agent 准备了 77 个游戏开发 Skill,覆盖 Godot、Unity、Unreal、three.js 等 12 个引擎。
最省心的是自带一个路由,不用自己挑 Skill。它先看项目文件认出用的是哪个引擎,再按需求只加载对得上的那几个。
GitHub:http://github.com/gamedev-skills/awesome-gamedev-agent-skills…
比如说「给我的 Unity RPG 做个背包」,它会自己加载 Unity、RPG 和存档系统相关的 Skill。做肉鸽地牢、发布到 itch 也都有对应的。
每个 Skill 都按官方文档写,锁定了对应的引擎版本。还有一套美术资产流程,先定画面风格,再批量出角色、敌人和地块,放进游戏里检查。
Claude Code、Cursor、Codex、Gemini CLI 这些都能直接用,一条命令装好。周末想用 AI 做个小游戏的,可以先装上。
gamedev-skills/awesome-gamedev-agent-skills
Source: https://github.com/gamedev-skills/awesome-gamedev-agent-skills
awesome-gamedev-agent-skills
77 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 77 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.
- Cross-engine. Godot, Unity, Unreal, Ebitengine, Phaser, PixiJS, three.js, Bevy, pygame, LÖVE, Defold, Roblox.
- You don’t pick skills. The router detects your engine and task and loads only what fits.
- Art direction, not one-off generations. The asset workflow locks a visual target, builds families, normalizes outputs deterministically, and checks them inside the game.
- Built to trust. Every skill is written from primary docs, version-pinned to a stated engine release, and checked by a validator. Current baselines and upgrade policy live in version support.
Contents
Quick start
One command, any agent. The skills CLI detects the
coding agent you already use and installs the router plus all 77 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 CLI needs Node.js 22.20 or
later. 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 · ebitengine · 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.
What you can ask
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 |
| “build a 2D puzzle in Go with Ebitengine” | ebitengine-game + puzzle |
| “add player movement to my Defold game” | defold-core + input-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.
How the router picks skills
You never name a skill. On each request the router does three things:
- Detects your engine from project files — a
project.godotmeans Godot, a*.uprojectmeans Unreal, and so on. If it can’t tell, it just asks. - Reads your request for the task — a concept (AI, shaders, saving), a genre (platformer, roguelike), or a shipping step (game jam, Steam).
- Loads only the matching skills, in order: engine basics first, then the concept, then any genre glue. It re-routes if you switch to something new.
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.
Catalog
77 skills across 9 categories — each links to its SKILL.md below.
Engines
Godot — 16 (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 |
godot-gdscript-headless-testing | Run GDScript tests via godot --headless, exit codes for CI |
Unity — 8 (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 |
Unreal — 6 (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 |
Ebitengine — 1 (skills/ebitengine/) · Ebitengine v2.10.5 · Go 1.25+
| Skill | Scope |
|---|---|
ebitengine-game | Playable Go 2D games: update/draw contracts, input, rendering, text, audio, gameplay tests, optional starter and platform builds |
Web engines — 6 (skills/web-engines/) · Phaser 4.2 · PixiJS 8.22 · three.js r186
| 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 |
Other engines — 12 (skills/other-engines/) · Bevy · pygame · LÖVE · Defold · Roblox
| Skill | Scope |
|---|---|
bevy-ecs | Bevy app + ECS: components, systems, queries, resources, plugins (Bevy 0.20) |
pygame-core | pygame loop, Surface/Rect, sprites/groups, events (pygame-ce 2.5.8) |
love2d-core | LÖVE load/update/draw loop, dt-driven motion, input, states (LÖVE 11.5) |
defold-core | Defold collections, game objects, script lifecycle, input, messages, factories, proxies, Bob build checks (Defold 1.14.0) |
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 |
roblox-simulator-economy | Simulator/tycoon/idle economy: cost curves, buy max, rebirths, offline earnings, big-number display, server-owned purchases, paid random item odds (Lune 0.11.0 pacing calculator) |
Disciplines — 15 (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 | Production behavior-tree runtime (Blackboard, composites, decorators, leaves) + Utility AI (curves, considerations, evaluator) + hybrid AI |
procedural-gen | Noise, RNG, seeds, grid/dungeon/terrain generation |
dialogue-systems | Branching dialogue/narrative: nodes, conditions, variables (Yarn/Ink) |
save-systems | Serialize/restore game state: formats, slots, versioning, autosave |
audio-design | Buses/mixing, adaptive music, SFX, ducking |
shader-programming | Cross-engine shader concepts: vertex/fragment, UVs, common effects |
physics-tuning | Tuning feel: fixed timestep, mass/drag, CCD, stability, layers |
level-design | Whitebox/blockout structure, tile/grid layout, pacing |
input-systems | Input architecture: action mapping, rebinding, multi-device, buffering |
game-feel | Juice: screen shake, hit-stop, tweening/easing, squash & stretch, feedback tiers |
game-ui-ux | Cross-engine HUD/menus: anchors, resolution scaling, safe areas, focus navigation |
camera-systems | 2D follow/deadzone/look-ahead + bounds, 3D orbit/first-person, screen-shake hook |
performance-optimization | Profile-first: frame budget, CPU/GPU triage, draw calls, pooling, GC, asset budgets |
Genres — 9 (skills/genres/)
Compositional templates that orchestrate engine + discipline skills; they never re-teach primitives.
| Skill | Scope |
|---|---|
platformer | 2D platformer: run/jump/coyote-time, tiled levels, hazards, goals |
roguelike | Grid/turn movement, procedural dungeons, permadeath, FOV, loot |
rpg | Stats/leveling, inventory, quests, dialogue, save/load, combat |
fps-shooter | First-person controller, camera, shooting/hitscan, enemy AI |
tower-defense | Wave spawning, lane pathing, towers/targeting, economy |
card-game | Card data, deck/hand/discard zones, play rules, turn structure |
visual-novel | Branching script, character/bg display, text box + choices, backlog |
survival-crafting | Resource gathering, inventory, crafting, needs, base building |
puzzle | Grid/board state, match/rule resolution, undo, level progression |
Workflows — 4 (skills/workflows/)
| Skill | Scope |
|---|---|
game-jam | Scope/plan/execute a jam build under time limits; submit |
prototype-fast | Greybox a playable vertical slice quickly; cut scope; validate the fun |
steam-publish | Steamworks onboarding: app/depots, store page, builds, release checklist |
itch-publish | Publish/update on itch.io: project page, channels, butler uploads |
Agent compatibility
Every skill here is a plain SKILL.md folder in the Agent Skills open
standard — the format Anthropic launched as Claude Skills — metadata plus a Markdown playbook the
agent reads on demand.
The same file loads natively across the ecosystem: Claude Code, Claude, Cursor, Windsurf, Cline, OpenAI Codex, Gemini CLI, GitHub Copilot, Kiro, Antigravity, VS Code, and many more. Oh My Pi (omp) reads the same format natively as well. There are no editor-specific rule files to maintain and nothing to convert.
Install with one command. The universal CLI detects your agent and writes the skills to the right place:
npx skills add gamedev-skills/awesome-gamedev-agent-skills
Or copy by hand. Drop a skill’s <name>/ folder into your agent’s skills directory:
| Agent | Skills directory |
|---|---|
| Claude Code | .claude/skills/ |
| Codex · Gemini CLI · GitHub Copilot · Antigravity | .agents/skills/ (shared path) |
| Cursor | .cursor/skills/ (also reads .agents/skills/) |
| Windsurf | .devin/skills/ (also reads .windsurf/skills/) |
| Cline | .cline/skills/ |
| Kiro | .kiro/skills/ |
| Oh My Pi (omp) | .omp/skills/ (also reads .agents/skills/) |
The exact per-agent paths, triggers, and the handful of optional fields that vary by agent are in
docs/COMPATIBILITY.md.
Demo
One plain-English request goes in; the minimal right skills come out, then version-pinned code. Here’s the shape of a single exchange (illustrative):
> add a double jump to my player
Detected Godot (project.godot). Loading godot-2d-movement for the controller
and platformer for jump feel — skipping the other 75 skills.
extends CharacterBody2D
@export var speed := 220.0
@export var jump_velocity := -380.0
@export var max_jumps := 2
var _jumps_left := max_jumps
func _physics_process(delta: float) -> void:
if not is_on_floor():
velocity += get_gravity() * delta # Godot 4.7 baseline
else:
_jumps_left = max_jumps
if Input.is_action_just_pressed("ui_accept") and _jumps_left > 0:
velocity.y = jump_velocity
_jumps_left -= 1
velocity.x = Input.get_axis("ui_left", "ui_right") * speed
move_and_slide()
Repository layout
skills/ 77 specialized skills, grouped by engine / discipline / genre / workflow
router/ the master router skill (+ references/)
docs/ authoring standard, installation, compatibility
templates/ SKILL.md template
scripts/ validate-skills.py, generate-site.py and tooling
tests/ regression tests for the validator
Contributing
Contributions are welcome. Read CONTRIBUTING.md and the authoring standard
in docs/SKILL-FORMAT.md. Every skill must pass the validator and the
rubric before merge:
python scripts/validate-skills.py
Maintainer
awesome-gamedev-agent-skills was created and is maintained by Abhishek Barali.
License
Apache-2.0. See NOTICE for attribution and trademark notes.
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