Forty-eight skills · six categories · main branch.

A ready-to-use agent-skill library for game development. Works with Claude Code, Codex, and any SKILL.md-compatible runtime.

Game design — designer-discipline methodology, the think layer. Thirty-three skills chained by an orchestrator with decision gates.

  • 01

    art-direction

    Set or review a game's art direction — style pillars, reference matrix, colour/shape/lighting language, and a readability check against gameplay.

    game-design-art-direction
  • 02

    audio-design

    Design or review game audio — SFX layering, adaptive music, mix priority, and audio accessibility.

    game-design-audio-design
  • 03

    character-design

    Write or review characters — profile, motive, voice, and a psychological layer using OCEAN, MBTI, Schwartz values, and attachment style.

    game-design-character-design
  • 04

    cognitive-load

    Evaluate a design's cognitive load — how much a player must track at once, and which biases it exploits fairly or not.

    game-design-cognitive-load
  • 05

    combat-numbers

    Design or review combat numbers — standard player model, damage formulas, DPS/EHP/TTK, and pseudo-random distribution.

    game-design-combat-numbers
  • 06

    concept-pillars

    Distill a game idea into a one-line positioning, core fantasy, 3–4 design pillars, and what-not-to-do boundaries.

    game-design-concept-pillars
  • 07

    core-loop

    Design or review a game's core loop — action, feedback, reward, and how it nests into mid and long loops.

    game-design-core-loop
  • 08

    design-review

    Review a design change with the MDA framework — mechanics, dynamics, aesthetics — plus an emergence lens for LLM/procedural gameplay.

    game-design-design-review
  • 09

    dialogue-writing

    Write or review dialogue and copy — voice consistency, differentiation, rhythm, and subtext, with an LLM real-time performance layer.

    game-design-dialogue-writing
  • 10

    doc-writing

    Write or restructure any non-GDD document — guides, manuals, patch notes — using the Diátaxis four-category method.

    game-design-doc-writing
  • 11

    economy-balance

    Review whether a game's resource economy and pacing hold up — source/sink tables, net values, and extreme-curve simulation.

    game-design-economy-balance
  • 12

    feature-staffing

    Break a design into who does it — map features to disciplines and roles, with a one-person-many-hats ruling.

    game-design-feature-staffing
  • 13

    game-feel

    Diagnose or design game feel and juice — responsiveness, feedback layering, impact, cadence, and clarity.

    game-design-game-feel
  • 14

    gdd-authoring

    Write or restructure the GDD itself — skeleton, chapter split, level-of-detail layering, and document hygiene.

    game-design-gdd-authoring
  • 15

    level-design

    Design or review level and encounter pacing — spatial layout, sightlines, difficulty curves, and teach-practice-test choreography.

    game-design-level-design
  • 16

    llm-systems-design

    Design systems where gameplay runs on an LLM — the deterministic/emergent split, own-state design, and anti-collapse guardrails.

    game-design-llm-systems-design
  • 17

    market-positioning

    Evaluate a game idea's market position — audience persona, competitor matrix, and a one-line differentiator.

    game-design-market-positioning
  • 18

    monetization

    Design or review a monetization model — premium, DLC, pass, IAP, ads, or subscription — against a dark-pattern red line.

    game-design-monetization
  • 19

    narrative-structure

    Design or review a story arc and truth structure — pick a skeleton, break it into beats gameplay can advance.

    game-design-narrative-structure
  • 20

    new-game-pipeline

    Orchestrate a complete design dossier end-to-end — chains the game-design skills in disciplinary order with decision gates.

    game-design-new-game-pipeline
  • 21

    onboarding-ftue

    Design or review the first N minutes — the first hook, teaching one thing at a time, and the first-win moment.

    game-design-onboarding-ftue
  • 22

    playability-retention

    Judge whether a game is worth playing and keeps people — loop closure, session viability, and peak moments.

    game-design-playability-retention
  • 23

    player-personas

    Walk through a design as different player types — Bartle types or Quantic Foundry motivations — to expose blind spots.

    game-design-player-personas
  • 24

    player-psychology

    Check a mechanic against player-psychology principles — loss aversion, variable reinforcement, flow, and more.

    game-design-player-psychology
  • 25

    playtest-metrics

    Plan a playtest — decisive-question triage, minimal validation slice, Go/No-Go KPIs, and data instrumentation.

    game-design-playtest-metrics
  • 26

    production-scoping

    Break a design into an executable production plan — milestones, dependencies, risk, and effort under real constraints.

    game-design-production-scoping
  • 27

    progression-systems

    Design or review growth and unlock systems — experience, skill trees, gear, and the sense-of-power curve.

    game-design-progression-systems
  • 28

    propagate-change

    Trace every dependency of a core design change across the GDD, so nothing is left self-contradictory.

    game-design-propagate-change
  • 29

    spawn-director

    Design or tune a credit-economy spawn director — income, spawn-card costs, wave caps, and boss-burst budgets.

    game-design-spawn-director
  • 30

    systems-design

    Map a system's coupling before adding or changing it — input events, output effects, and deterministic vs. emergent ownership.

    game-design-systems-design
  • 31

    title-and-cover

    Name a game and produce one promotional cover image, both derived from the design itself.

    game-design-title-and-cover
  • 32

    ux-ui

    Design or review game UI/UX — information architecture, HUD priority, and readability heuristics.

    game-design-ux-ui
  • 33

    worldbuilding-scene

    Design or review worldbuilding and scene narrative — world self-consistency and how scenes narrate silently.

    game-design-worldbuilding-scene

Godot — Godot 4.x engine engineering, the build layer. Four skills covering development, assets, and web export.

  • 01

    asset-integration

    Integrate generated art, 3D models, or audio into a Godot 4.x project — PackedScenes, .import sidecars, and AudioStream wiring.

    godot-asset-integration
  • 02

    dev

    Develop, test, build, and deploy Godot 4.x games — GdUnit4 tests, PlayGodot automation, web/desktop exports, and CI/CD.

    godot-dev
  • 03

    feature-breakdown

    Break a gameplay feature into the Godot systems it touches — scenes, autoloads, signals, and integration risk order.

    godot-feature-breakdown
  • 04

    web-export

    Fix Godot 4.x web-export pitfalls — washed-out renderers, untextured models, CJK tofu, and oversized .pck files.

    godot-web-export

Phaser 3 — Phaser 3 engine engineering, the build layer. One skill for static-site browser games.

  • 01

    dev

    Build, review, or debug a Phaser 3 browser game as a pure static site — vendored ESM, Arcade physics, and sandboxed-iframe deployment.

    phaser-dev

three.js — three.js engine engineering, the build layer. One skill for WebGL static-site games.

  • 01

    dev

    Build, review, or debug a three.js browser game as a pure static site — vendored ES modules, 2D or 3D WebGL, and GLB packaging contracts.

    threejs-dev

Art — AI art-asset production pipelines, the produce layer. Five skills, engine-free.

  • 01

    2d-asset-production

    Produce reviewable 2D game art — sprites, tilesets, backgrounds, UI images — via an image-generation API with prompt provenance.

    art-2d-asset-production
  • 02

    3d-model-generation

    Generate a real 3D model asset as GLB/glTF via text-to-3D or image-to-3D, verified for scale, orientation, and engine handoff.

    art-3d-model-generation
  • 03

    audio-sfx-synthesis

    Synthesize sound effects and music loops procedurally — oscillators, envelopes, and noise, the sfxr/bfxr way.

    art-audio-sfx-synthesis
  • 04

    reference-sprite-regeneration

    Regenerate or replace a game sprite from a reference image while preserving likeness, pose, and proportions.

    art-reference-sprite-regeneration
  • 05

    ui-widget-generation

    Generate game UI widget art — HUD frames, bars, panels — decomposed into production-ready, nine-sliceable components.

    art-ui-widget-generation

Workflow — cross-project process backbone, the organize layer. Four skills, engine-free.

  • 01

    design-chat

    Run a design-partner chat turn that also orchestrates a game-dev pipeline — discuss the game, dispatch next actions.

    workflow-design-chat
  • 02

    design-to-tickets

    Split a game design into executable art/program tickets — a SPEC plus a machine-readable task manifest.

    workflow-design-to-tickets
  • 03

    game-dev

    Set up a game project's end-to-end workflow — chaptered GDD, spec-to-plan lifecycle, and a versioned AI art pipeline.

    workflow-game-dev
  • 04

    game-v2-migration

    Migrate a legacy game repo to the current workflow structure while production stays on the old main branch.

    workflow-game-v2-migration