gamedev-skills/awesome-gamedev-agent-skills
Agent skills in the GitHub repository gamedev-skills/awesome-gamedev-agent-skills, each with its code score out of 100.
Make games with your AI coding agent: 79 game-dev skills and a router for Godot, Unity, Unreal, Roblox, three.js, Phaser and 6 more engines. Checked on the real engines.
- Repository score
- 74 / 100 B
- Skills
- 80
- Verified
- 7
- Average skill score
- 72
- GitHub stars
- 8,469
- License
- Apache-2.0
Open gamedev-skills/awesome-gamedev-agent-skills on GitHub
80 skills in this repository
-
create-game-assets
Plans, generates or sources, and validates consistent game art: style guides, sprites, pixel art, tilesets, icons and textures, with QA and licence records. Use when making or AI-…
Verified85A -
defold-core
Builds and debugs Defold 1.14 games in Lua: collections, game objects, input focus, msg.post messaging, factories, collection proxies and Bob builds. Use for .collection or .scrip…
Verified85A -
roblox-ui
Roblox UI with ScreenGui and PlayerGui: ResetOnSpawn, UDim2 scale and offset, UIListLayout flex, safe areas, StyleSheet, gamepad selection and touch controls. Use for Roblox HUDs,…
Verified84B -
game-docs
Writes and maintains a game's design docs: a one-page GDD with a feature index and short feature notes, kept true to the code by a link and status checker. Use for "draft a GDD",…
Verified82B -
prototype-fast
Builds a throwaway playable prototype in about an hour to answer one question, usually "is this mechanic fun?": a one-question brief, a greybox, a debug HUD, a playtest and a keep…
Verified81B -
ebitengine-game
Creates, debugs and packages 2D games in Go with Ebitengine v2: a play-and-retry loop, input, pixel-art scaling, text, audio and desktop, WASM or mobile builds. Use when go.mod re…
Verified80B -
godot-export
Exports Godot 4.7 projects: templates, export_presets.cfg for desktop, Web and Android, command-line exports and web COOP/COEP headers. Use on "No export template found", a blank…
Verified80B -
camera-systems
Builds and tunes game cameras, engine-neutral with Godot and Cinemachine 3 mappings: 2D follow with deadzone and look-ahead, third-person orbit, first-person look and split-screen…
79B -
steam-publish
Publishes or updates a game on Steam with Steamworks and SteamPipe: depots, app_build .vdf scripts, steamcmd uploads, beta branches, SetLive, store review and Coming Soon. Use for…
79B -
unity-build-size
Finds and shrinks what makes a Unity 6.3 LTS build too big: Build Report reading, uncompressed textures, glTFast models, PCM audio and per-platform levers. Use when an APK, AAB, W…
79B -
bevy-ecs
Builds and debugs Bevy 0.20 games in Rust: components, Query and Commands systems, schedules, States, observers and headless tests. Use when Cargo.toml depends on bevy, on a B0001…
78B -
game-jam
Plans and ships a game jam entry against a fixed deadline: reads the jam rules, scopes to the clock, keeps a cut list and checks the build before submitting. Use for Ludum Dare, G…
78B -
itch-publish
Publishes and updates games on itch.io with the butler CLI: butler push to user/game:channel, channel platform tags, HTML5 builds, --userversion and CI uploads. Use for "upload to…
78B -
platformer
Designs 2D platformers in any engine: jump feel (coyote time, jump buffering, variable height, fall gravity, corner correction), wall jumps, hazards, checkpoints and one-way platf…
78B -
roblox-studio-workflow
Safely edits an existing Roblox place or Rojo project: finds the source of truth and proves changes with the right test mode or Studio MCP (execute_luau). Use when an agent edits…
78B -
unreal-behavior-trees
Unreal Engine 5 (UE 5.8) NPC AI with Behavior Trees, Blackboards, EQS and StateTree: decorators with Observer Aborts, C++ BTTask nodes and running trees from an AIController. Use…
78B -
pixijs-rendering
Builds and debugs 2D browser game rendering with PixiJS v8: async init, Assets loading, the Container and Sprite scene graph, pointer dragging and v7-to-v8 migration. Use when a g…
77B -
godot-nodes-scenes
Godot 4.7 scene-tree structure: reusable .tscn scenes, instantiate(), autoloads and a checker for broken res:// paths and uids. Use when spawning bullets or enemies, or on "Node n…
76B -
love2d-core
Builds and debugs LÖVE (Love2D) 11.x games in Lua: main.lua callbacks, conf.lua, fixed steps, crisp pixel-art scaling, love.filesystem saves and a scripted run. Use when main.lua…
76B -
unreal-packaging
Packages and ships Unreal Engine 5 (UE 5.8) projects: Shipping builds, cooking, pak/IoStore and RunUAT BuildCookRun with UAT and cook log reading. Use for a packaged game with a b…
76B -
game-feel
Adds engine-neutral juice to a working mechanic: trauma-based screen shake, hit-stop, eased tweens, squash and stretch, and knockback. Use when the game feels flat, weightless or…
75B -
godot-gdscript-headless-testing
Runs Godot 4.7 GDScript tests with godot --headless and a SceneTree runner that exits non-zero on failure, so CI can gate merges. Owns Godot tests in CI. Use for GitHub Actions jo…
75B -
pygame-core
Builds and debugs 2D games in Python with pygame-ce (imported as pygame): the event-update-draw loop, delta time, Surfaces and Rects, Sprite groups and headless tests. Use when co…
75B -
threejs-scene-setup
Sets up and debugs a plain three.js r187 game or 3D scene: import maps, Scene, PerspectiveCamera and WebGLRenderer, setAnimationLoop with Timer, resize, OrbitControls and WebGPURe…
75B -
dialogue-systems
Builds engine-neutral branching dialogue with Ink, Yarn Spinner or a small JSON graph runner: lines, choices, conditions, variables and localization IDs. Use for NPC conversations…
74B -
phaser-core
Sets up and debugs Phaser 4 games (and pinned Phaser 3.90): Game config, Scene lifecycle, the loader, scene transitions and Phaser 3 to 4 migration. Use when code imports phaser,…
74B -
tower-defense
Designs tower defense games in any engine: lane and maze pathing, wave pacing, targeting priorities, armoured and flying counters, and the gold economy, with a wave-curve checker.…
74B -
godot-animation
Godot 4.7 animation APIs: AnimationPlayer, AnimationTree state machines, AnimatedSprite2D and create_tween() Tweens, with a headless state test. Use when travel() does nothing, an…
73B -
unreal-blueprints
Unreal Engine 5 (UE 5.8) Blueprint visual scripting: Blueprint Classes vs the Level Blueprint, Event Graph, and Cast, Interfaces and Event Dispatchers. Use for BP graphs, how one…
73B -
unreal-cpp-gameplay
Unreal Engine 5 (UE 5.8) C++ gameplay code: UCLASS and UPROPERTY reflection, the Gameplay Framework, GC-safe pointers, Build.cs and command-line builds. Use for GENERATED_BODY, Li…
73B -
fps-shooter
Designs first-person shooter combat in any engine: hitscan vs projectiles, time-to-kill, damage falloff, recoil patterns, ADS sensitivity and lag-compensated hits. Use for a Doom-…
72B -
game-ai
Designs engine-neutral enemy and NPC AI: picks FSM, behavior tree, utility or GOAP, and builds perception, steering and A* pathfinding. Use for patrol and chase, "find a path to t…
72B -
performance-optimization
Finds and fixes game frame-rate problems by measurement in Godot, Unity, Unreal or Roblox: CPU- vs GPU-bound, then the biggest fix (draw calls, pooling, GC spikes). Use for low FP…
72B -
rpg
Designs RPG progression and combat numbers in any engine: stats with a modifier stack, XP curves, damage formulas, items and equipment (slots, rarity, affixes) and quests. Use for…
72B -
unity-build-pipeline
Builds and ships Unity 6.3 LTS players: Build Profiles, IL2CPP vs Mono, managed stripping with link.xml, scripted BuildPlayer, Addressables and CI or headless builds. Use when aut…
72B -
visual-novel
Builds visual novels and choice-driven stories in Ren'Py or any engine: routes and endings, save-anywhere, backlog, skip-read-only and typewriter text. Use for a VN or dating sim,…
72B -
godot-2d-movement
Godot 4.7 CharacterBody2D movement in GDScript: platformer run and jump, top-down 8-direction motion, slopes and one-way platforms, with a headless landing test. Use when a 2D con…
71B -
godot-3d-essentials
Godot 4.7 3D scene setup: Camera3D, lights, WorldEnvironment (sky, ambient, tonemap, fog), StandardMaterial3D, GridMap and local vs global transforms, with a headless scene check.…
71B -
godot-audio
Godot 4.7 audio APIs: AudioStreamPlayer 2D and 3D, the bus layout, AudioServer volume and mute, polyphony, looping imports and playback position for beat sync. Use when wiring SFX…
71B -
godot-csharp
C# and .NET in Godot 4.7: partial node classes, the PascalCase lifecycle, [Export] and [Signal], signals as C# events, the .csproj and calling GDScript. Use for .cs scripts in God…
71B -
level-design
Engine-neutral level design with Godot checks: player metrics from the real controller, key and ability gating with a soft-lock check, and pacing. Use when laying out a level or m…
71B -
router
Routes any game-development request to the right skills: detects the engine (Godot, Unity, Unreal, Ebitengine, Bevy, Phaser, PixiJS, three.js, Defold, LÖVE, pygame, Roblox) and th…
71B -
threejs-gltf-loading
Loads glTF/GLB models into three.js r187 and plays their animations: GLTFLoader, DRACO, Meshopt and KTX2 decoders, AnimationMixer cross-fades and SkeletonUtils clones. Use when a…
71B -
threejs-materials-lighting
Lights and shades three.js r187 scenes: standard, physical and unlit materials, lights, shadows, HDR environment lighting and tone mapping. Use when a mesh renders black or washed…
71B -
unity-animation
Unity 6.3 LTS character animation with the Animator (Mecanim): states and transitions, blend trees, Avatar Mask layers, root motion and humanoid IK. Use for SetTrigger wiring, a t…
71B -
unity-csharp-scripting
Writes and fixes Unity 6.3 LTS C# gameplay scripts: MonoBehaviour lifecycle, serialization, .meta/GUID discipline and command-line tests. Use for new or renamed .cs files, "Missin…
71B -
unity-input-system
Wires Unity 6.3 LTS player input with the Input System package: .inputactions assets, action maps, PlayerInput and control schemes. Use when input does nothing or fires under a me…
71B -
unity-navmesh
Unity 6.3 LTS pathfinding with the AI Navigation package: NavMeshSurface baking, NavMeshAgent, NavMeshLink jumps and runtime rebakes. Use when a Unity enemy should chase or patrol…
71B -
unity-physics
Unity 6.3 LTS physics in 3D and 2D: Rigidbody and Rigidbody2D, forces and linearVelocity, the layer collision matrix and raycasts. Use when an object falls through the floor, OnTr…
71B -
unity-scriptableobjects
Unity 6.3 LTS data and decoupling with ScriptableObjects: CreateAssetMenu config assets, shared runtime variables, event channels and .asset files made from code. Use for replacin…
71B -
unity-tilemap-2d
Unity 6.3 LTS 2D tilemaps: the Tile Palette, Tilemap Collider 2D with a Composite Collider, Rule Tiles and runtime SetTile. Use for painting or generating a tile level, seams betw…
71B -
unreal-enhanced-input
Unreal Engine 5 (UE 5.8) player input with Enhanced Input: Input Actions (IA_), Mapping Contexts (IMC_), ETriggerEvent bindings and remappable keys. Use when wiring move, look or…
71B -
game-ui-ux
Engine-neutral design rules for game HUDs and menus: anchors and containers, scaling, safe areas, gamepad focus, HUDs driven by events instead of polling, and accessibility minimu…
70B -
godot-gdscript
GDScript 2.0 for Godot 4.7: static typing, @export and @onready, await and coroutines, and porting 3.x code. Use for .gd parse errors ("Cannot infer the type"), a coroutine that n…
70B -
input-systems
Engine-neutral input architecture with Godot InputMap code: named actions, stick deadzones, buffered presses and rebinding with conflict checks. Use for controller support or a re…
70B -
physics-tuning
Engine-neutral physics tuning with Godot checks: fixed timestep and interpolation, CCD against tunnelling, damping, solver iterations and collision layer matrices. Use when bodies…
70B -
roblox-characters
Roblox player characters: CharacterAdded lifecycle, Humanoid and HumanoidRootPart, R6, R15 and custom rigs, respawn and Tools. Use when a character script breaks after respawn, an…
70B -
roblox-luau
Roblox Luau scripting and code structure: services, Instances, Script vs LocalScript vs ModuleScript, the task library and typed Luau, with selene and luau-lsp checks. Use when a…
70B -
shader-programming
Engine-neutral shader technique in GLSL with HLSL equivalents: how dissolve, outline, fresnel rim and post effects work, and porting GLSL to HLSL. Use when the math of an effect i…
70B -
godot-shaders
Godot 4.7 Shading Language syntax and pipeline: canvas_item, spatial and particle shaders, built-ins, ShaderMaterial wiring, a headless compile check and 3.x porting. Use for a .g…
69C -
godot-ui-control
Godot 4.7 Control-node API for menus and HUDs: anchors, Containers, Theme and StyleBox, focus neighbours and stretch settings, with a headless layout check. Use when Godot UI over…
69C -
puzzle
Designs grid and logic puzzle games in any engine: match-3 cascades, Sokoban pushing, unique-solution grids (nonogram, Sudoku), exact undo and solver-checked levels. Use for a Can…
69C -
save-systems
Engine-neutral save and load with Godot and Python code: what to serialize, slots and autosave, atomic writes and versioned migration. Use for save/load or a continue button, or s…
69C -
card-game
Designs card games and deckbuilders in any engine: cards as data with one effect interpreter, deck zones, a trigger stack and seeded shuffles. Use for a Slay the Spire- or Balatro…
68C -
godot-multiplayer
Godot 4.7 high-level multiplayer: ENet host and join, @rpc with rpc_id(), MultiplayerSpawner and MultiplayerSynchronizer, with a two-instance headless test. Use for online or LAN…
68C -
godot-signals-groups
Godot 4.7 signals and node groups: typed signals, connect() with Callables, one-shot and deferred connections, event-bus autoloads and call_group broadcasts. Use when nodes must t…
68C -
phaser-arcade-physics
Phaser 4 Arcade Physics movement and collision: bodies, velocity, gravity, colliders vs overlaps, groups and bullet pools. Use for a Phaser platformer or top-down controller, or a…
68C -
procedural-gen
Engine-neutral procedural generation in Python with Godot and Unity mappings: seeded RNG, dungeon layouts, wave function collapse, noise terrain and loot tables. Use for a dungeon…
68C -
roblox-datastores
Roblox DataStoreService persistence: load on join, save on leave and BindToClose, UpdateAsync vs SetAsync, session locking and OrderedDataStore leaderboards. Use for lost player d…
68C -
survival-crafting
Designs survival-crafting loops in any engine: gathering, recipes and tech trees, carry weight, spoilage, hunger and temperature, and base building. Use for a Minecraft-, Valheim-…
68C -
unreal-niagara
Unreal Engine 5 (UE 5.8) Niagara VFX: systems, emitters, User parameters, spawning from C++ or Blueprints, bounds and GPU vs CPU sim. Use for any Unreal particle effect, NS_ asset…
68C -
godot-tilemap
Godot 4.7 tile maps with TileMapLayer and TileSet: atlas sources, data layers, terrain autotiling and set_cell or local_to_map at runtime. Use for 2D tile levels in Godot, tiles w…
67C -
roguelike
Designs run-based roguelikes and roguelites in any engine: run structure, permadeath, meta-progression, seeded and daily runs, turn order and symmetric field of view. Use for NetH…
67C -
audio-design
Engine-neutral game audio technique: bus layout, volume sliders in decibels, loudness, ducking music under dialogue, adaptive music and SFX variation, with Godot, Unity and FMOD/W…
66C -
roblox-networking
Roblox client-server networking and anti-exploit: RemoteEvent and RemoteFunction contracts, server authority, rate limits, hit validation and replication. Use when a remote trusts…
66C -
roblox-physics
Roblox physics and spatial queries: assemblies, constraints, collision groups, Raycast and Shapecast, and network ownership. Use when parts fall through or jitter, Touched is unre…
66C -
roblox-simulator-economy
Roblox simulator, tycoon and idle-game economies in Luau: upgrade cost curves, income per second, rebirth pacing, big-number formatting and paid-egg odds, with a Lune calculator.…
66C -
godot-physics
Godot 4.7 physics API in 2D and 3D: body and Area types, collision_layer and mask bits, Area signals for hurtboxes, RayCast and space queries, and Jolt (3D default since 4.6). Use…
65C -
godot-resources
Godot 4.7 data-driven design with custom Resources: class_name and @export fields, .tres files, shared references vs duplicate_deep(), uids and threaded loading. Use for items, st…
65C -
ai-behavior-trees-utility-ai
Engine-neutral behavior tree and utility AI code for NPCs in any language: Blackboard, reactive composites, decorators and response-curve scoring. Use when an enemy keeps chasing…
63C
Scores come from a snapshot of 300 public GitHub repositories taken on 12 November 2026. Every score is the result of fixed checks run by code; no AI is involved. How scoring works.