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gamedev-skills

awesome-gamedev-agent-skills

77 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)…

$npx skills add gamedev-skills/awesome-gamedev-agent-skills
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License
Apache-2.0

78 skills in this pack.

79
gamedev-skills

create-game-assets

Plan, generate, source, normalize, and validate cohesive visual game assets. Use for art direction, style bibles, sprites, tilesets, backgrounds, UI art, icons, textures, concept art, or 3D…

8.2k748kGame development
79
gamedev-skills

ebitengine-game

Create, improve, debug and package playable 2D games in Go with Ebitengine (github.com/hajimehoshi/ebiten/v2). Use for Ebitengine game requests: game design translated into a complete loop…

8.2k748kGame development
79
gamedev-skills

godot-nodes-scenes

Structure a Godot 4.7 project with the scene tree and node composition: build reusable scenes, instance PackedScenes at runtime, navigate the tree safely, and register autoload singletons…

8.2k748kGame development
77
gamedev-skills

ai-behavior-trees-utility-ai

Build a production behavior-tree runtime (Blackboard, action/condition leaves, sequence/selector/parallel composites, decorators) and a Utility AI system (response curves — linear…

8.2k748kGame development
77
gamedev-skills

audio-design

Implement game audio practice — bus/mixer architecture and gain in decibels, ducking (sidechain), adaptive/dynamic music via layering and re-sequencing, SFX variation, and beat…

8.2k748kGame development
77
gamedev-skills

camera-systems

Build game cameras that feel good — 2D follow with a deadzone, look-ahead, smoothing, and level-bounds clamping; 3D third-person orbit with collision and first-person look; plus…

8.2k748kGame development
77
gamedev-skills

card-game

Build a card game: card data, deck/hand/discard zones, draw/shuffle/reshuffle, a turn structure, costs, and effect resolution. Use for a deckbuilder, TCG/CCG, or roguelike deckbuilder.

8.2k748kGame development
77
gamedev-skills

dialogue-systems

Build branching dialogue and narrative — a node/choice graph with conditions, variables, and localization hooks — and choose between authoring tools Ink and Yarn Spinner or a custom…

8.2k748kGame development
77
gamedev-skills

fps-shooter

Build a first-person shooter: move+mouse-look controller, hitscan or projectile shooting, weapons, health, and enemy AI. Use for an FPS, or tuning aim feel, time-to-kill, recoil, or spread.

8.2k748kGame development
77
gamedev-skills

game-ai

Design NPC and enemy decision-making with finite state machines, behavior trees, steering behaviors, and A* pathfinding — engine-neutral algorithms that pair with the detected engine's…

8.2k748kGame development
77
gamedev-skills

game-feel

Add "juice" and game feel that makes actions satisfying — screen shake, hit-stop/freeze frames, tweened/eased motion, squash & stretch, knockback, and layered audio-visual feedback — as…

8.2k748kGame development
77
gamedev-skills

game-ui-ux

Design and build game UI/UX — HUDs, menus, and overlays — that survive every screen: anchor- based responsive layout, resolution/aspect scaling and safe areas, keyboard/gamepad focus…

8.2k748kDesign
77
gamedev-skills

godot-2d-movement

Implement 2D kinematic character movement in Godot 4.7 with CharacterBody2D and move_and_slide(): platformer run/jump with gravity, top-down 8-direction motion, slope handling, and reading…

8.2k748kGame development
77
gamedev-skills

godot-csharp

Use C#/.NET in Godot 4.7: partial classes extending nodes, the PascalCase lifecycle (_Ready/_Process/_PhysicsProcess), [Export] fields, [Signal] delegates as C# events, type-safe node…

8.2k748kGame development
77
gamedev-skills

godot-multiplayer

Build networked games with Godot 4.7 high-level multiplayer: set up an ENetMultiplayerPeer server/client, define RPCs with the @rpc annotation (call via rpc()/rpc_id()), set per-node…

8.2k748kGame development
77
gamedev-skills

godot-physics

Use Godot 4.7 physics bodies and detection in 2D and 3D: RigidBody, StaticBody, Area, and CharacterBody; collision layers vs masks; contact/overlap signals; and raycasts (RayCast nodes and…

8.2k748kGame development
77
gamedev-skills

input-systems

Architect game input — action mapping (abstracting keys into named actions), rebinding with conflict detection and persistence, multi-device support (keyboard, gamepad, touch), analog…

8.2k748kGame development
77
gamedev-skills

level-design

Design and build playable levels — the blockout/whitebox-to-playable workflow, player metrics and grid layout, pacing and flow (tension/rest curve), gating and the critical path, and…

8.2k748kGame development
77
gamedev-skills

performance-optimization

Find and fix game performance problems methodically — measure with the engine profiler first, reason about the frame-time budget, locate the CPU-vs-GPU bottleneck, then apply the right fix…

8.2k748kGame development
77
gamedev-skills

physics-tuning

Tune game physics for stable, good-feeling motion — fixed vs variable timestep, render interpolation, mass/gravity/drag, continuous collision detection (CCD) to stop tunneling, fixing…

8.2k748kScience
77
gamedev-skills

platformer

Build a 2D platformer: run/jump control with coyote time, jump buffering, and variable jump height, wall slide and wall jump, plus tiled levels and hazards. Use for a platformer or…

8.2k748kGame development
77
gamedev-skills

procedural-gen

Generate game content procedurally — seeded deterministic RNG, value/Perlin/ Simplex noise for terrain and heightmaps, grid dungeon generation (rooms + corridors, BSP, random walk, wave…

8.2k748kGame development
77
gamedev-skills

puzzle

Build a puzzle game: grid/board state, move input, rule-based resolution (match-3 cascades, sokoban pushes, tile logic), scoring, and undo. Use for a match-3, sokoban, or grid-logic puzzle.

8.2k748kGame development
77
gamedev-skills

roguelike

Build a roguelike: turn-based grid movement, procedural dungeons, permadeath, field-of-view, and loot tables. Use for a roguelike/roguelite or turn-based grid dungeon crawler with…

8.2k748kGame development
77
gamedev-skills

router

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)…

8.2k748kGame development
77
gamedev-skills

rpg

Build an RPG: stats and leveling, inventory and equipment, quests, branching dialogue, save/load, and combat. Use for an RPG/JRPG, or designing stat, inventory, quest, or combat systems.

8.2k748kGame development
77
gamedev-skills

save-systems

Design save/load for game state — choosing what to serialize, file formats, save slots, atomic crash-safe writes, schema versioning and migration, and autosave. Engine-neutral. Use when the…

8.2k748kGame development
77
gamedev-skills

shader-programming

Write game shaders from cross-engine fundamentals — the vertex→fragment pipeline, coordinate spaces, UV math, and common 2D/3D effects (tint, UV scroll, dissolve, outline, fresnel rim…

8.2k748kGame development
77
gamedev-skills

survival-crafting

Build a survival-crafting game: resource gathering, inventory, crafting and a tech tree, needs (hunger/thirst/temperature), and base building. Use for a survival or crafting/base-building…

8.2k748kGame development
77
gamedev-skills

tower-defense

Build a tower defense: enemies pathing along lanes, wave spawning, towers that auto-target and fire, an economy, and lives. Use for a tower-defense/wave-defense game, or balancing waves and…

8.2k748kGame development
77
gamedev-skills

visual-novel

Build a visual novel: a branching script, character and background display, a text box with choices, save/load, backlog, and skip/auto. Use for a VN, dating sim, or branching story game.

8.2k748kDesign
76
gamedev-skills

godot-3d-essentials

Set up a Godot 4.7 3D scene: Node3D transforms, Camera3D, lighting (DirectionalLight3D/OmniLight3D), WorldEnvironment for sky/ambient/tonemap/post, MeshInstance3D materials, and GridMap for…

8.2k748kGame development
76
gamedev-skills

godot-animation

Animate in Godot 4.7 three ways: AnimationPlayer for keyframed clips (incl. Call Method tracks), AnimationTree with state machines and blend spaces for character animation, and Tween for…

8.2k748kGame development
76
gamedev-skills

godot-audio

Play and mix audio in Godot 4.7: AudioStreamPlayer (2D/3D variants), audio buses with volume/mute and effects, music vs SFX routing, db/linear volume, and precise sync-to-beat playback…

8.2k748kGame development
76
gamedev-skills

godot-export

Export and build a Godot 4.7 project for distribution: install export templates, define export presets (Windows/macOS/Linux/Web/Android), run headless command-line exports for CI, and…

8.2k748kGame development
76
gamedev-skills

godot-gdscript

Write idiomatic GDScript for Godot 4.7: static typing, the node lifecycle (_ready/_process/_physics_process), @export/@onready/@tool annotations, signals, and await for asynchronous flow…

8.2k748kGame development
76
gamedev-skills

godot-resources

Design data-driven Godot 4.7 games with custom Resource classes: define typed data with class_name + @export, save/load .tres/.res files, instance and duplicate resources, and load on…

8.2k748kGame development
76
gamedev-skills

godot-shaders

Write Godot 4.7 shaders in the Godot Shading Language: canvas_item shaders for 2D and spatial shaders for 3D, with vertex/fragment functions, uniforms (source_color, hint_range), TIME/UV…

8.2k748kGame development
76
gamedev-skills

godot-signals-groups

Build event-driven, decoupled Godot 4.7 gameplay with signals and node groups: declare and emit custom signals, connect with Callables (incl. bind/one-shot), and broadcast to many nodes via…

8.2k748kGame development
75
gamedev-skills

godot-gdscript-headless-testing

Run GDScript test suites from the command line with `godot --headless`, using a SceneTree/MainLoop runner script that exits non-zero on failure so CI can gate merges. Use when a Godot…

8.2k748kGame development

Showing 40 of 78. See the full pack on GitHub.

From the README

How to use awesome-gamedev-agent-skills

awesome-gamedev-agent-skills

awesome-gamedev-agent-skills — game-dev skills for AI coding agents. 77 skills and a router across 12 engines, including an art-direction and asset-production workflow.

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

License Skills Format Last commit Sponsor

Agent Skills are small capability files an AI agent loads only when it needs them. This repo gives your agent 77 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.

Sponsors

Your product here
Monthly sponsor slot

Want to reach game developers who build with AI coding agents? Email abhishekbarali6969@gmail.com. Sponsored entries are labelled as sponsored and have no effect on which skills the router picks.

Contents

Quick start

One command, any agent. The skills CLI detects the coding agent you already use and installs the router plus all 77 skills into the right place:

npx skills add gamedev-skills/awesome-gamedev-agent-skills

Add --list to preview first, -g to install for every project, or -a <agent> to target a specific tool (-a cursor, -a claude-code, -a gemini-cli, …). The CLI needs Node.js 22.20 or later. The same SKILL.md files load natively in Claude Code, Cursor, Windsurf, Cline, Codex, Gemini CLI, GitHub Copilot, Kiro, and dozens more — there's nothing to convert.

Claude Code plugin (alternative). This repo is also a Claude Code plugin marketplace, so you can install it with Claude's own commands:

claude plugin marketplace add gamedev-skills/awesome-gamedev-agent-skills
claude plugin install gamedev@awesome-gamedev-agent-skills

Building in only one engine? Install a smaller bundle — router plus your engine:

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

Prefer to copy the files by hand, or want the exact per-tool paths? See docs/INSTALLATION.md.

Want to read the catalog as web pages instead? Every skill, engine group, and per-agent install path is browsable at gamedev-skills.github.io/awesome-gamedev-agent-skills, generated straight from the SKILL.md files in this repo.

Then just talk to your agent — see below.

What you can ask

Describe the task in plain language. The router figures out the skills:

You say Skills it loads for you
"add a double jump to my Godot player" godot-2d-movement + platformer
"make an inventory for my Unity RPG" unity-scriptableobjects + rpg + save-systems
"build a 2D puzzle in Go with Ebitengine" ebitengine-game + puzzle
"add player movement to my Defold game" defold-core + input-systems
"procedural dungeon roguelike in Godot" godot-tilemap + procedural-gen + roguelike
"make a cohesive pixel-art player, enemies, and tiles" create-game-assets + the detected engine importer
"how should I design save slots?" save-systems
"publish my game on itch with butler" itch-publish

You never type the skill names on the right. That's the router's job.

How the router picks skills

You never name a skill. On each request the router does three things:

  1. Detects your engine from project files — a project.godot means Godot, a *.uproject means Unreal, and so on. If it can't tell, it just asks.
  2. Reads your request for the task — a concept (AI, shaders, saving), a genre (platformer, roguelike), or a shipping step (game jam, Steam).
  3. Loads only the matching skills, in order: engine basics first, then the concept, then any genre glue. It re-routes if you switch to something new.

That's why "add a double jump to my Godot player" loads godot-2d-movement + platformer and nothing else.

The exact detection signals and routing table

The full algorithm — every engine fingerprint, the task-to-skill table, and how engine, discipline, genre, and workflow skills compose — lives in the router skill itself: router/SKILL.md. In short: engine selection is exclusive (exactly one engine), while disciplines, genres, and workflows are additive on top.

Catalog

77 skills across 9 categories — each links to its SKILL.md below.

Engines

Godot — 16 (skills/godot/) · Godot 4.7
Skill Scope
godot-gdscript GDScript language: typing, lifecycle, @export, signals, idioms
godot-nodes-scenes Scene tree, node composition, instancing, autoloads, PackedScene
godot-signals-groups Event-driven design with signals + groups
godot-2d-movement CharacterBody2D kinematic movement, move_and_slide, slopes
godot-tilemap TileMapLayer/TileSet: autotiling, terrain, collision/nav layers
godot-physics Rigid/Area/Static bodies (2D+3D), collision layers, raycasts
godot-ui-control Control nodes: anchors, containers, themes, focus nav
godot-animation AnimationPlayer, AnimationTree, Tween
godot-shaders Godot shading language: 2D canvas_item + 3D spatial shaders
godot-3d-essentials 3D nodes, cameras, lighting, environment/post, GridMap
godot-resources Custom Resource classes, .tres, data-driven design
godot-audio AudioStreamPlayer, buses, effects, sync-to-beat
godot-multiplayer High-level multiplayer: MultiplayerAPI, RPCs, spawner/sync
godot-export Export presets/templates, platform builds, headless CLI export
godot-csharp C#/.NET in Godot: bindings, signals as events, GDScript interop
godot-gdscript-headless-testing Run GDScript tests via godot --headless, exit codes for CI
Unity — 8 (skills/unity/) · Unity 6.3 LTS (6000.3)
Skill Scope
unity-csharp-scripting MonoBehaviour lifecycle, component model, coroutines, serialization
unity-input-system New Input System: actions, bindings, action maps, devices
unity-physics Rigidbody, colliders, layers, joints
unity-animation Animator Controllers, state machines, blend trees, humanoid IK
unity-scriptableobjects Data architecture with ScriptableObject
unity-tilemap-2d 2D Tilemap/Tile Palette, rule tiles, tilemap colliders
unity-navmesh AI navigation: NavMesh bake, NavMeshAgent
unity-build-pipeline Build/player/quality settings, code stripping, Addressables
Unreal — 6 (skills/unreal/) · Unreal Engine 5.8
Skill Scope
unreal-blueprints Blueprint visual scripting: classes, graphs, comms, common nodes
unreal-cpp-gameplay C++ gameplay + Gameplay Framework (GameMode, Pawn, Controller)
unreal-enhanced-input Enhanced Input: Input Actions, Mapping Contexts, Modifiers, Triggers
unreal-behavior-trees AI Behavior Trees + Blackboard, tasks/decorators/services
unreal-niagara Niagara VFX: systems, emitters, modules, parameters
unreal-packaging Packaging/cooking projects, build configs, shipping builds
Ebitengine — 1 (skills/ebitengine/) · Ebitengine v2.10.5 · Go 1.25+
Skill Scope
ebitengine-game Playable Go 2D games: update/draw contracts, input, rendering, text, audio, gameplay tests, optional starter and platform builds
Web engines — 6 (skills/web-engines/) · Phaser 4.2 · PixiJS 8.22 · three.js r186
Skill Scope
phaser-core Phaser 4.2 game config, Scene lifecycle, loader, cameras
phaser-arcade-physics Arcade Physics: bodies, velocity, colliders/overlap, groups
pixijs-rendering PixiJS v8 scene graph: Application, Container, Sprite, events
threejs-scene-setup Three.js scene/camera/renderer/animation-loop, resizing, controls
threejs-gltf-loading Loading glTF/GLB + skinned animation (GLTFLoader/AnimationMixer)
threejs-materials-lighting Materials (PBR), lights, shadows, environment maps
Other engines — 12 (skills/other-engines/) · Bevy · pygame · LÖVE · Defold · Roblox
Skill Scope
bevy-ecs Bevy app + ECS: components, systems, queries, resources, plugins (Bevy 0.20)
pygame-core pygame loop, Surface/Rect, sprites/groups, events (pygame-ce 2.5.8)
love2d-core LÖVE load/update/draw loop, dt-driven motion, input, states (LÖVE 11.5)
defold-core Defold collections, game objects, script lifecycle, input, messages, factories, proxies, Bob build checks (Defold 1.14.0)
roblox-luau Roblox Luau scripting: services, instances, client/server model
roblox-datastores Persistent data with DataStoreService: sessions, limits, ordered stores
roblox-ui Roblox UI: ScreenGui layout, responsive scaling, safe areas, gamepad/touch navigation
roblox-networking Remotes, server-authoritative validation, rate limiting, replication boundaries
roblox-characters Character lifecycle: spawn/respawn scopes, Humanoid, rigs, Animator tracks
roblox-physics Assemblies, constraints, collision/query policy, raycasts, forces, network ownership
roblox-studio-workflow Explorer-first place editing, structure preservation, multi-context Studio verification
roblox-simulator-economy Simulator/tycoon/idle economy: cost curves, buy max, rebirths, offline earnings, big-number display, server-owned purchases, paid random item odds (Lune 0.11.0 pacing calculator)

Disciplines — 15 (skills/disciplines/)

Cross-engine concepts that load alongside the detected engine skill.

Skill Scope
create-game-assets Art direction and production pipeline for cohesive sprites, tiles, textures, icons, UI art, and 3D assets
game-ai NPC decision-making: FSMs, behavior trees, steering, pathfinding
ai-behavior-trees-utility-ai Production behavior-tree runtime (Blackboard, composites, decorators, leaves) + Utility AI (curves, considerations, evaluator) + hybrid AI
procedural-gen Noise, RNG, seeds, grid/dungeon/terrain generation
dialogue-systems Branching dialogue/narrative: nodes, conditions, variables (Yarn/Ink)
save-systems Serialize/restore game state: formats, slots, versioning, autosave
audio-design Buses/mixing, adaptive music, SFX, ducking
shader-programming Cross-engine shader concepts: vertex/fragment, UVs, common effects
physics-tuning Tuning feel: fixed timestep, mass/drag, CCD, stability, layers
level-design Whitebox/blockout structure, tile/grid layout, pacing
input-systems Input architecture: action mapping, rebinding, multi-device, buffering
game-feel Juice: screen shake, hit-stop, tweening/easing, squash & stretch, feedback tiers
game-ui-ux Cross-engine HUD/menus: anchors, resolution scaling, safe areas, focus navigation
camera-systems 2D follow/deadzone/look-ahead + bounds, 3D orbit/first-person, screen-shake hook
performance-optimization Profile-first: frame budget, CPU/GPU triage, draw calls, pooling, GC, asset budgets

Genres — 9 (skills/genres/)

Compositional templates that orchestrate engine + discipline skills; they never re-teach primitives.

Skill Scope
platformer 2D platformer: run/jump/coyote-time, tiled levels, hazards, goals
roguelike Grid/turn movement, procedural dungeons, permadeath, FOV, loot
rpg Stats/leveling, inventory, quests, dialogue, save/load, combat
fps-shooter First-person controller, camera, shooting/hitscan, enemy AI
tower-defense Wave spawning, lane pathing, towers/targeting, economy
card-game Card data, deck/hand/discard zones, play rules, turn structure
visual-novel Branching script, character/bg display, text box + choices, backlog
survival-crafting Resource gathering, inventory, crafting, needs, base building
puzzle Grid/board state, match/rule resolution, undo, level progression

Workflows — 4 (skills/workflows/)

Skill Scope
game-jam Scope/plan/execute a jam build under time limits; submit
prototype-fast Greybox a playable vertical slice quickly; cut scope; validate the fun
steam-publish Steamworks onboarding: app/depots, store page, builds, release checklist
itch-publish Publish/update on itch.io: project page, channels, butler uploads

Agent compatibility

Every skill here is a plain SKILL.md folder in the Agent Skills open standard — the format Anthropic launched as Claude Skills — metadata plus a Markdown playbook the agent reads on demand.

The same file loads natively across the ecosystem: Claude Code, Claude, Cursor, Windsurf, Cline, OpenAI Codex, Gemini CLI, GitHub Copilot, Kiro, Antigravity, VS Code, and many more. Oh My Pi (omp) reads the same format natively as well. There are no editor-specific rule files to maintain and nothing to convert.

Install with one command. The universal CLI detects your agent and writes the skills to the right place:

npx skills add gamedev-skills/awesome-gamedev-agent-skills

Or copy by hand. Drop a skill's <name>/ folder into your agent's skills directory:

Agent Skills directory
Claude Code .claude/skills/
Codex · Gemini CLI · GitHub Copilot · Antigravity .agents/skills/ (shared path)
Cursor .cursor/skills/ (also reads .agents/skills/)
Windsurf .devin/skills/ (also reads .windsurf/skills/)
Cline .cline/skills/
Kiro .kiro/skills/
Oh My Pi (omp) .omp/skills/ (also reads .agents/skills/)

The exact per-agent paths, triggers, and the handful of optional fields that vary by agent are in docs/COMPATIBILITY.md.

Demo

One plain-English request goes in; the minimal right skills come out, then version-pinned code. Here's the shape of a single exchange (illustrative):

> add a double jump to my player

Detected Godot (project.godot). Loading godot-2d-movement for the controller
and platformer for jump feel — skipping the other 75 skills.
extends CharacterBody2D

@export var speed := 220.0
@export var jump_velocity := -380.0
@export var max_jumps := 2

var _jumps_left := max_jumps

func _physics_process(delta: float) -> void:
    if not is_on_floor():
        velocity += get_gravity() * delta   # Godot 4.7 baseline
    else:
        _jumps_left = max_jumps

    if Input.is_action_just_pressed("ui_accept") and _jumps_left > 0:
        velocity.y = jump_velocity
        _jumps_left -= 1

    velocity.x = Input.get_axis("ui_left", "ui_right") * speed
    move_and_slide()

Repository layout

skills/        77 specialized skills, grouped by engine / discipline / genre / workflow
router/        the master router skill (+ references/)
docs/          authoring standard, installation, compatibility
templates/     SKILL.md template
scripts/       validate-skills.py, generate-site.py and tooling
tests/         regression tests for the validator

Contributing

Contributions are welcome. Read CONTRIBUTING.md and the authoring standard in docs/SKILL-FORMAT.md. Every skill must pass the validator and the rubric before merge:

python scripts/validate-skills.py

Maintainer

awesome-gamedev-agent-skills was created and is maintained by Abhishek Barali.

License

Apache-2.0. See NOTICE for attribution and trademark notes.

Questions

What is gamedev-skills/awesome-gamedev-agent-skills?

77 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)…

How do I install awesome-gamedev-agent-skills?

Run "npx skills add gamedev-skills/awesome-gamedev-agent-skills" and choose the skills you want. Many packs also document their own install path (for example a Claude Code plugin marketplace) in the README below.

How many skills are in awesome-gamedev-agent-skills?

78 SKILL.md skills. Alyn lists 40 of them with their own pages.