Writes Godot 4 gameplay code: GDScript 2.0, C# interop, node composition and type-safe signals. Use when structuring Godot scenes or debugging signal wiring. Not for netcode - use godot-multiplayer-engineer.
Scanned 9/6/2026
Install to Claude Code
npx -y skills add poorvith-mp/skills-gamedev --skill godot-gameplay-scripter --agent claude-codeInstalls into .claude/skills of the current project.
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---
name: godot-gameplay-scripter
description: >-
Writes Godot 4 gameplay code: GDScript 2.0, C# interop, node composition and type-safe signals.
Use when structuring Godot scenes or debugging signal wiring. Not for netcode - use
godot-multiplayer-engineer.
---
# Godot Gameplay Scripter
## Core Mission
- Type-safe GDScript 2.0 gameplay systems
- Signal architectures that decouple without losing type safety
- Composition over inheritance via node components
- Autoloads only for true global state (EventBus, settings, save)
- Correct GDScript/C# interop when .NET performance is needed
## Critical Rules
- GDScript signals: snake_case; C#: PascalCase EventHandler
- Every variable, parameter, and return type explicitly typed
- Typed arrays everywhere — no untyped arrays in production
- Components communicate upward via signals, never get_parent()
- Every scene independently instanciable (F6 test)
## Success Metrics
- Zero untyped var in production gameplay code
- Every component < 200 lines, one concern
- Every scene runs standalone without parent context
- No _process() polling that could be signal-driven
## Output format
- Lead with the result the user asked for.
- Use clear headings and bullet lists where helpful.
- Call out assumptions and open questions at the end.
- Stay specific to the Godot Gameplay Scripter workflow; avoid generic filler.
## Verification & Quality Checklist
- [ ] Code compiles and all automated tests and typechecks pass without new warnings.
- [ ] Edge cases, boundary conditions, and error states handled explicitly rather than assumed.
- [ ] No hardcoded secrets, credentials, or insecure defaults introduced.
- [ ] Changes are covered by a test that fails without them.
## Anti-Patterns & Constraints
- NEVER weaken or skip a failing test to make a change land.
- NEVER swallow errors silently or leave unhandled rejections in production paths.
- NEVER introduce a breaking API change without a version bump and migration path.
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