Atlas / Skills / gamedev-skills / awesome-gamedev-agent-skills

awesome-gamedev-agent-skillsSAFE

skills/gamedev-skills/awesome-gamedev-agent-skills

74 game-dev skills for AI coding agents — Godot, Unity, Unreal, Phaser, PixiJS, three.js, Bevy, pygame, LÖVE, Roblox. Portable SKILL.md Agent Skills (the format Anthropic launched as Claude Skills), with a router that loads the right skill for your engine and task. Runs in Claude Code, Cursor, Kiro,

Verdict
SAFE
Grade
B
Trust score
89 /100
Version
—
Hosts
6 documented
License
Apache-2.0
Stars
3,353
01

Overview

From the repository's own README, as read at the audited commit. Badges and raw HTML are left out.

<img src="docs/assets/awesome-gamedev-agent-skills-banner.png" width="820" alt="awesome-gamedev-agent-skills — game-dev skills for AI coding agents. 76 skills and a router across 12 engines, including an art-direction and asset-production workflow.">

76 game-dev skills for your AI coding agent — install once, and a router loads the right skill for whatever you're building.

[](LICENSE) [](skills/) [](docs/SKILL-FORMAT.md) [](https://github.com/gamedev-skills/awesome-gamedev-agent-skills/commits/main)

Agent Skills are small capability files an AI agent loads only when it needs them. This repo gives your agent 76 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
  • What you can ask
  • [How the r
Read from source at commit 1ebbf8f974afOBSERVED · 2026-10-23
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02

Install

Commands as the repository documents them. They are shown, not run.

npx skills add gamedev-skills/awesome-gamedev-agent-skills
claude plugin install gamedev@awesome-gamedev-agent-skills
claude plugin install router@awesome-gamedev-agent-skills
claude plugin install godot@awesome-gamedev-agent-skills    # or: unity · unreal · ebitengine · web-engines · other-engines
npx skills add gamedev-skills/awesome-gamedev-agent-skills
npx skills add gamedev-skills/awesome-gamedev-agent-skills
03

Host compatibility

What the documentation claims. We have not run a compatibility test.

HostStatusNotes
claude-codementioned
codexmentioned
copilotmentioned
cursormentioned
gemini-climentioned
windsurfmentioned
04

What it tells the agent

The instruction file, verbatim from the audited commit — this is the text the model reads, and the surface the audit's instruction layer examines. Quoted here so you can judge it without cloning anything.

---
name: router
description: >
  Routes any game-development request to the right specialized skill(s): it detects the engine
  (Godot, Unity, Unreal, Ebitengine, Bevy, Phaser, PixiJS, three.js, Defold, LÖVE, pygame, Roblox) and the task, then
  reads the chosen skill before acting. Use to make a game or to decide which skill applies — for
  players, levels, enemies, shaders, art direction, sprites, tiles, textures, 3D assets, UI/UX,
  cameras, game feel, physics, input, audio, saving, multiplayer, AI, dialogue, procedural
  generation, or performance, for genres (platformer,
  roguelike, RPG, FPS, tower-defense, card game, visual novel, survival-crafting, puzzle), and for
  shipping (game jam, Steam, itch). Start here
  when unsure which gamedev skill to use.
---

# 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.
2. **Classify task** — phrasing → discipline(s) + at most one genre + workflow(s). §2.
3. **Resolve** — the minimal set: engine skill(s) + discipline(s) + genre + workflow(s). §3.
4. **Read (disclosure)** — open only the chosen `SKILL.md` bodies; `references/` only on demand. §4.
5. **Compose** — order: engine fundamentals → discipline concept → genre glue → workflow. §5.
6. **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 | 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
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`/`*.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/`): 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`; headless CLI tests `godot-gdscript-headless-testing`; ship
  `godot-export`.
- **Unity** (`skills/unity/`): scripting `unity-csharp-scripting`; input `unity-input-system`;
  physics `unity-physi
05

Trust audit

SAFEgrade B · trust 89/100 Nothing in the source contradicts what it says it does. Grade A is reserved for packages that have also passed the behavioural sandbox.

LayerWhat it checksResult
L0Provenance & inventoryPASS
L1Static analysis of the codePASS
L2Instruction surface (what it tells the agent)PASS
L3Class-specific surfacePASS
L4Behavioural (sandbox)SKIPPED

What the source does

Filesystem
declared (3 observation(s))
Network
none-observed
Shell
none-observed
Dependencies
not all pinned
Secrets in source
none-found

Findings (5)

LOWInsecure crypto · crypto.weak_hash · CWE-327, CWE-338
skills/other-engines/defold-core/scripts/check_defold_project.py:310
prefix = hashlib.sha1(url.encode("utf-8")).hexdigest() + "-"
LOWInsecure crypto · crypto.weak_hash · CWE-327, CWE-338
tests/test_check_defold_project.py:375
archive = lib / f"{hashlib.sha1(url.encode()).hexdigest()}-ImV0YWci.zip"
LOWFilesystem / path · fs.traversal · CWE-22, CWE-59
scripts/generate-site.py:482
f'<a href="../../{slug2}/">{html.escape(CATEGORIES[slug2][0])}</a>'
LOWSupply chain · supply.unpinned · CWE-829, CWE-1357
skills/disciplines/create-game-assets/scripts/requirements.txt
Pillow
Why it matters. 1 requirement(s) not pinned with ==
Fix. pin exact versions
INFOInventory / provenance · inv.oversize · CWE-1104
docs/assets/awesome-gamedev-agent-skills-banner.png
docs/assets/awesome-gamedev-agent-skills-banner.png
Why it matters. 1917415 bytes not read

Gates applied: no_behavioural_pass.

Audited 2026-10-23 · audit v0.4.1 · source sha 1ebbf8f974affull audit observations/trust-audit/skill/gamedev-skills__awesome-gamedev-agent-skills.json · Report an issue / request a re-scan
06

Audit history

Every audit this skill has had.

DateSourceVerdictGradeScoreChange
2026-10-231ebbf8f974afSAFEB89first audit
07

Questions

What does the awesome-gamedev-agent-skills skill do?

74 game-dev skills for AI coding agents — Godot, Unity, Unreal, Phaser, PixiJS, three.js, Bevy, pygame, LÖVE, Roblox. Portable SKILL.md Agent Skills (the format Anthropic launched as Claude Skills), with a router that loads the right skill for your engine and task. Runs in Claude Code, Cursor, Kiro,

Is awesome-gamedev-agent-skills safe to install?

The audit found nothing in the source that contradicts what it says it does, and graded it B (89/100). Grade A is held back for packages that have also passed a sandboxed behavioural run, which is why a clean skill reads B.

What can awesome-gamedev-agent-skills access on my machine?

The audit observed that it reads or writes files. Each of those is consistent with what it says it does. Secrets in the source: none found.

Which assistants does awesome-gamedev-agent-skills work with?

Its documentation mentions claude-code, codex, copilot, cursor, gemini-cli and windsurf. That is what the text claims, not a compatibility test we ran.

How current is this page?

The grade is for one exact copy of the source (1ebbf8f974af), read on 2026-10-23. The repository is watched, and a new audit runs when it changes — this is the first audit.

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