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Claude Skills by gamedev-skills
github.com/gamedev-skills80 skills75 installs676 views
- RouterRoutes 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 the task, then reads the chosen skill. Use to make a game or when unsure which gamedev skill fits a gameplay, art, UI, audio, AI, genre or shipping task.Votes: 0GitHub stars: 8,520
- Ai Behavior Trees Utility AiEngine-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 after losing sight, restarts its action every frame or flip-flops between choices. Not for FSMs, steering or pathfinding (`game-ai`) or Unreal BT, EQS and StateTree (`unreal-behavior-trees`).Votes: 0GitHub stars: 8,520
- Audio DesignEngine-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/Wwise mappings. Use when mixing a game, making music react to combat, fixing repetitive footsteps or beat sync, or a mix that clips or pumps. Not for the Godot audio API (`godot-audio`).Votes: 0GitHub stars: 8,520
- Camera SystemsBuilds 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. Use when the camera lags, jitters while following, shows past the level edge, clips through walls or changes with frame rate. Not for shake (`game-feel`) or physics timestep jitter (`physics-tuning`).Votes: 0GitHub stars: 8,520
- Create Game AssetsPlans, 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-generating game art, fixing fake transparency, or checking Steam AI disclosure. Not for engine import (`godot-tilemap`, `godot-animation`, `unity-tilemap-2d`), UI layout (`game-ui-ux`) or sound (`audio-design`).Votes: 0GitHub stars: 8,520
- Dialogue SystemsBuilds 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, dialogue trees, barks, .ink or .yarn files, or dialogue that dead-ends. Not for visual-novel backlog and skip (`visual-novel`), quests (`rpg`) or text box widgets (`godot-ui-control`, `game-ui-ux`).Votes: 0GitHub stars: 8,520
- Game AiDesigns 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 the player", agents stuck on corners or AI that sees through walls. Not for BT or utility code (`ai-behavior-trees-utility-ai`), Unreal AI (`unreal-behavior-trees`) or Unity NavMesh (`unity-navmesh`).Votes: 0GitHub stars: 8,520
- Game FeelAdds 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 not punchy, or hits and jumps should feel satisfying. Not for coyote time (`platformer`), input buffering (`input-systems`), camera follow (`camera-systems`) or HUD layout (`game-ui-ux`).Votes: 0GitHub stars: 8,520
- Game Ui UxEngine-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 minimums. Use for menus, health bars or inventory screens that break on ultrawide or phones. Pair with `godot-ui-control` or `roblox-ui`. Not for button juice (`game-feel`) or rebinding (`input-systems`).Votes: 0GitHub stars: 8,520
- Input SystemsEngine-neutral input architecture with Godot InputMap code: named actions, stick deadzones, buffered presses and rebinding with conflict checks. Use for controller support or a rebind menu, or a drifting stick, WASD on AZERTY, or a dropped press. Not for coyote time (`platformer`) or Unity and Unreal input assets (`unity-input-system`, `unreal-enhanced-input`).Votes: 0GitHub stars: 8,520
- Level DesignEngine-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 metroidvania gates, or players get lost or a key sits behind its own door. Not for generation (`procedural-gen`), painting tiles (`godot-tilemap`, `unity-tilemap-2d`) or jump tuning (`platformer`).Votes: 0GitHub stars: 8,520
- Performance OptimizationFinds 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 FPS, stutter, a first-use hitch, or requests to optimize or profile. Not for build size (`unity-build-size`), physics jitter (`physics-tuning`) or network lag (`roblox-networking`, `godot-multiplayer`).Votes: 0GitHub stars: 8,520
- Physics TuningEngine-neutral physics tuning with Godot checks: fixed timestep and interpolation, CCD against tunnelling, damping, solver iterations and collision layer matrices. Use when bodies jitter, fast objects pass through walls or physics feels floaty or wrong. Not for engine physics APIs (`godot-physics`, `unity-physics`, `roblox-physics`, `phaser-arcade-physics`) or jump feel (`platformer`).Votes: 0GitHub stars: 8,520
- Procedural GenEngine-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 generator, WFC or Perlin terrain, or seeds that give different maps. Not for roguelike run structure (`roguelike`), deckbuilders (`card-game`) or painting tiles (`godot-tilemap`, `unity-tilemap-2d`).Votes: 0GitHub stars: 8,520
- Save SystemsEngine-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 saves that corrupt after a crash or break after a patch. Not for Roblox DataStores (`roblox-datastores`), data assets (`godot-resources`, `unity-scriptableobjects`) or genre save screens (`rpg`, `visual-novel`).Votes: 0GitHub stars: 8,520
- Shader ProgrammingEngine-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 is the question, or for specks or mobile shimmer. To write a shader in one engine, its skill alone is enough (`godot-shaders`, `threejs-materials-lighting`, `pixijs-rendering`). Not for particles (`unreal-niagara`).Votes: 0GitHub stars: 8,520
- Card GameDesigns 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-like or a TCG, or cards that duplicate or streaky shuffles. Pair with the engine skill for card data and hand UI (`godot-resources`, `godot-ui-control`, `unity-scriptableobjects`). Not for grid crawlers (`roguelike`).Votes: 0GitHub stars: 8,520
- Fps ShooterDesigns 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- or Counter-Strike-like, or guns that feel weak or shots that do not register. Not for the camera rig (`camera-systems`), shake and hit-stop (`game-feel`) or raycast APIs (`godot-physics`, `unity-physics`).Votes: 0GitHub stars: 8,520
- PlatformerDesigns 2D platformers in any engine: jump feel (coyote time, jump buffering, variable height, fall gravity, corner correction), wall jumps, hazards, checkpoints and one-way platforms. Use for a Mario- or Celeste-like, or a jump that feels floaty or laggy. Pair with the engine skill (`godot-2d-movement`, `phaser-arcade-physics`). Not for generic input buffering (`input-systems`) or juice (`game-feel`).Votes: 0GitHub stars: 8,520
- PuzzleDesigns 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 Candy Crush-like, Sokoban or Picross, or broken cascades, drifting undo or unsolvable levels. Not for physics puzzlers (`platformer`, `physics-tuning`) or card games (`card-game`).Votes: 0GitHub stars: 8,520
- RoguelikeDesigns 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 NetHack- or Hades-style games, or runs that feel cheap. Pair with `procedural-gen` for dungeon generation and `save-systems` for run vs meta saves. Not for roguelike deckbuilders (`card-game`).Votes: 0GitHub stars: 8,520
- RpgDesigns 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 a JRPG or Diablo-style looter, or stats wrong after unequipping. Pair with `save-systems` to save characters and inventory. Not for crafting and carry weight (`survival-crafting`) or dialogue (`dialogue-systems`).Votes: 0GitHub stars: 8,520
- Survival CraftingDesigns 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- or Don't Starve-like, or crafting that eats materials or needs that feel like chores. Not for RPG equipment stats (`rpg`), terrain generation (`procedural-gen`) or save files (`save-systems`).Votes: 0GitHub stars: 8,520
- Tower DefenseDesigns 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. Use for a Bloons- or Kingdom Rush-like, or late waves that are impossible or trivial or a dominant tower. Not for pathfinding (`game-ai`) or survival base building (`survival-crafting`).Votes: 0GitHub stars: 8,520
- Visual NovelBuilds 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, or loads at the wrong line, skip running through unread text or an unreachable ending. Not for dialogue in a larger game or Ink and Yarn (`dialogue-systems`) or text box widgets (`godot-ui-control`).Votes: 0GitHub stars: 8,520
- Godot 2d MovementGodot 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 controller will not move, falls through the floor or is_on_floor() is always false. Not for coyote time and jump feel (`platformer`), RigidBody2D, raycasts or 3D (`godot-physics`) or tile levels (`godot-tilemap`).Votes: 0GitHub stars: 8,520
- Godot 3d EssentialsGodot 4.7 3D scene setup: Camera3D, lights, WorldEnvironment (sky, ambient, tonemap, fog), StandardMaterial3D, GridMap and local vs global transforms, with a headless scene check. Use when a 3D scene renders black or washed out, a mesh is invisible, or a child rotates on the wrong axis. Not for spatial shaders (`godot-shaders`), bodies and raycasts (`godot-physics`) or camera feel (`camera-systems`).Votes: 0GitHub stars: 8,520
- Godot AnimationGodot 4.7 animation APIs: AnimationPlayer, AnimationTree state machines, AnimatedSprite2D and create_tween() Tweens, with a headless state test. Use when travel() does nothing, an animation will not play, a tween snaps back or the log says "Animation not found". Not for easing choices (`game-feel`), sprite art (`create-game-assets`) or Unity (`unity-animation`).Votes: 0GitHub stars: 8,520
- Godot AudioGodot 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, music or volume sliders in Godot, or a sound is silent, cut off, does not loop or ignores its bus. Not for engine-neutral mixing, ducking or adaptive music (`audio-design`).Votes: 0GitHub stars: 8,520
- Godot CsharpC# 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 Godot, porting GDScript to C#, a failed build, or a failed web or Android export. Not for GDScript (`godot-gdscript`), Unity C# (`unity-csharp-scripting`) or export presets (`godot-export`).Votes: 0GitHub stars: 8,520
- Godot ExportExports 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 web build, a SharedArrayBuffer error or files missing after export. Not for tests in CI (`godot-gdscript-headless-testing`), store uploads (`steam-publish`, `itch-publish`) or netcode (`godot-multiplayer`).Votes: 0GitHub stars: 8,520
- Godot GdscriptGDScript 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 never resumes, a null @onready variable or upgrade breakage. Not for signals (`godot-signals-groups`), scenes (`godot-nodes-scenes`), C# (`godot-csharp`) or CI tests (`godot-gdscript-headless-testing`).Votes: 0GitHub stars: 8,520
- Godot MultiplayerGodot 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 co-op in Godot, or a rejected RPC, spawned nodes missing on clients, or state that does not sync. Not for Roblox (`roblox-networking`), server exports (`godot-export`) or local split-screen (`camera-systems`).Votes: 0GitHub stars: 8,520
- Godot Nodes ScenesGodot 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 not found", "previously freed instance" or scenes broken after files moved, even if the user only says the project broke. Not for GDScript syntax (`godot-gdscript`) or signals (`godot-signals-groups`).Votes: 0GitHub stars: 8,520
- Godot PhysicsGodot 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 when objects pass through each other, body_entered never fires or a raycast hits itself. Not for engine-neutral jitter and tunnelling (`physics-tuning`) or CharacterBody movement (`godot-2d-movement`).Votes: 0GitHub stars: 8,520
- Godot ResourcesGodot 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, stats or enemy configs as data, or when editing one enemy changes every enemy or a .tres stops loading. Not for save slots (`save-systems`) or the C# version (`godot-csharp`).Votes: 0GitHub stars: 8,520
- Godot ShadersGodot 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 .gdshader, a SHADER ERROR, shader parameters set from GDScript, or an effect that looks washed out or sorts wrong. Not for effect maths such as dissolve or outline (`shader-programming`).Votes: 0GitHub stars: 8,520
- Godot Signals GroupsGodot 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 talk without hard references, a handler fires twice or never, or the log says "already connected". Not for GDScript syntax (`godot-gdscript`) or autoload setup (`godot-nodes-scenes`).Votes: 0GitHub stars: 8,520
- Godot TilemapGodot 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 with no collision, a click on the wrong cell or porting a deprecated TileMap. Not for Unity (`unity-tilemap-2d`), tile art (`create-game-assets`) or generation (`procedural-gen`).Votes: 0GitHub stars: 8,520
- Godot Ui ControlGodot 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 overlaps or drifts on resize, buttons ignore the gamepad, or an invisible panel swallows clicks. Not for engine-neutral UI rules (`game-ui-ux`; load both) or rebinding (`input-systems`).Votes: 0GitHub stars: 8,520
- Bevy EcsBuilds 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 query-conflict panic, or pre-0.20 code (EventReader, SpriteBundle). Not for engine-neutral AI, generation, physics or shaders (`game-ai`, `procedural-gen`, `physics-tuning`, `shader-programming`).Votes: 0GitHub stars: 8,520
- Love2d CoreBuilds 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 calls love.*, or on blurry pixel art, the blue error screen or speed tied to frame rate. Not for Defold (`defold-core`) or engine-neutral saves and input (`save-systems`, `input-systems`).Votes: 0GitHub stars: 8,520
- Pygame CoreBuilds 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 code imports pygame, or a window says not responding, speed differs per PC or pygame and pygame-ce conflict. Not for engine-neutral input or saves (`input-systems`, `save-systems`) or jump feel (`platformer`).Votes: 0GitHub stars: 8,520
- Roblox DatastoresRoblox DataStoreService persistence: load on join, save on leave and BindToClose, UpdateAsync vs SetAsync, session locking and OrderedDataStore leaderboards. Use for lost player data, items duplicating after teleport, or "too many requests" errors. Not for engine-neutral saves (`save-systems`), Luau basics (`roblox-luau`) or economy numbers (`roblox-simulator-economy`).Votes: 0GitHub stars: 8,520
- Roblox LuauRoblox 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 LocalScript does not run, a client gets nil after joining or wait() needs replacing. Not for remotes (`roblox-networking`), saving (`roblox-datastores`) or live-place edits (`roblox-studio-workflow`).Votes: 0GitHub stars: 8,520
- Unity AnimationUnity 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 transition that lags or never fires, sliding root motion, or an upper-body layer overriding the legs. Not for AI state machines (`game-ai`), juice (`game-feel`) or Godot (`godot-animation`).Votes: 0GitHub stars: 8,520
- Unity Build PipelineBuilds 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 automating a Unity build or MissingMethodException appears only in the player. Not for a build that is too big (`unity-build-size`) or store uploads (`steam-publish`, `itch-publish`).Votes: 0GitHub stars: 8,520
- Unity Csharp ScriptingWrites 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, "Missing script" or a field missing from the Inspector. Not for physics (`unity-physics`), input (`unity-input-system`), data assets (`unity-scriptableobjects`) or builds (`unity-build-pipeline`).Votes: 0GitHub stars: 8,520
- Unity Input SystemWires 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 menu, FindAction returns null, the old Input class throws, or Input.GetAxis code needs porting. Not for engine-neutral buffering, remapping or deadzones (`input-systems`) or jump feel (`platformer`).Votes: 0GitHub stars: 8,520
- Unity NavmeshUnity 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, an agent will not move or warps, a path is partial, or the Bake tab is missing. Not for deciding when NPCs move (`game-ai`, `ai-behavior-trees-utility-ai`) or force-driven movement (`unity-physics`).Votes: 0GitHub stars: 8,520