{"id":"f211bd09-2f09-4788-a924-e5bf2dbf82b9","slug":"gamedev-agent-skills","kind":"skill","name":"gamedev-agent-skills","summary":"Agent skills and lane commands for making a game with AI coding agents (OpenCode, Claude Code): design, Godot, characters, 3D, animation, VFX, sound, UI, story, marketing, video","owner":"twglhk","repoUrl":"https://github.com/twglhk/gamedev-agent-skills","license":"MIT","licenseTier":"permissive","trust":"community","stars":0,"match":null,"fewStars":true,"format":"skill","createdAt":"2026-10-29T13:25:16.000Z","addedAt":"2026-11-01T02:17:37.352Z","logoUrl":"https://avatars.githubusercontent.com/u/22043884?u=89c15d73963454c4cf52046f41d58a349cdfec89&v=4","linkOnly":false,"collection":null,"skillPath":null,"categories":["design-media","developer-tools"],"tags":["ai-agents","claude-code","gamedev","godot","opencode"],"runtime":"binary","local":true,"cloudCapable":false,"cloudCapability":"unknown","cloudReadyOnPlatform":false,"needsApiKey":false,"reviewed":false,"syncedAt":"2026-11-01T02:40:26.163Z","sample":false,"url":"https://conduits.dev/tools/gamedev-agent-skills","language":"Python","transports":["stdio"],"install":{},"requirements":{"env":[],"upstreamMayCharge":false},"tools":null,"readme":"# gamedev-agent-skills\n\nAgent skills and lane commands for making a game with AI coding agents: design, Godot code, characters, 3D, animation, VFX, sound, UI, story, marketing and video.\n\nThey come from the day-to-day development of **Heroes & The Horror**, a deckbuilder auto-battler (superheroes against cosmic horror) built in Godot 4 by one developer and a team of agents ([YouTube](https://www.youtube.com/@HeroesAndTheHorror)). Project-specific parts (our game's canon, internal tools, accounts) were taken out, so each skill describes a method you can apply to your own game. Where a rule only fits one genre, it says so.\n\n## What's inside\n\n**Skills** (`skills/<name>/SKILL.md`, with `references/` and `scripts/` where needed) teach the agent one craft: how to do it, what good looks like, and how to check it with numbers.\n\n**Lane commands** (`commands/<lane>.md`) open a session as one member of a small game team. Each lane loads its skills, owns one area, hands other work to the right lane, and asks you before anything that needs a human call (picking between options, spending credits, publishing).\n\n### Design and code\n\n| Skill | What it does |\n| --- | --- |\n| `design-principles` | Review rules, screens, controls, feedback and card readability against the game's core experience; find a genre-breaking core constraint |\n| `design-craft` | Turn a rule or level change into a spec plus a data switch, measure it with headless auto-play bots (paired seeds, standard errors), lay out stages and places. Includes TFT trait references |\n| `godot-dev` | Build rules into Godot 4: logic in plain objects, numbers in `.tres`, headless tests, deterministic battles behind pinned logs, proof in the exported build |\n| `skill-design` | Design the one active skill a hero, enemy or boss casts in an auto-battler: role, target shape, tell, damage measured in-game |\n\n### Characters, 3D and animation\n\n| Skill | What it does |\n| --- | --- |\n| `hero-design` | Design a hero that reads as a superhero at a glance: twist a proven cliché, look first, then the hidden everyday life |\n| `enemy-design` | Design an enemy, boss or villain before any image exists: the one question it asks, its one core action, body and behaviour built around it |\n| `char-3d-source` | Turn an approved design into a game-ready 3D figure: grey-mannequin 4-view sheet, image-to-3D, rig, game-camera check |\n| `char-anim` | Animation that feels alive: rig check, key-pose blocking, in-betweening, Mixamo base clips, render-and-fix loops, glTF export |\n| `blender-anim` | Build rigs, motion and non-human monster parts directly in Blender (Blender MCP or `blender -b`) |\n\n### Art, effects, sound and UI\n\n| Skill | What it does |\n| --- | --- |\n| `art-craft` | Non-character 3D art (grounds, places, props, maps, card art): Blender set kit, baked materials, AI image generation held to an art bible, readability and performance budgets |\n| `fx-craft` | VFX, shaders and sound in Godot 4: references first, grayscale block-out, strength ladder with a frame budget, capture-and-measure scripts |\n| `elevenlabs` | Sound effects and voices with ElevenLabs: pilot-then-batch credit workflow, prompt patterns, layering, loops, avoiding the \"AI voice\" |\n| `ui-craft` | Ten-pass yardstick for game UI review: usability, readability, hierarchy, feedback timing, state matrix, consistency. Includes a WCAG contrast script |\n\n### Story\n\n| Skill | What it does |\n| --- | --- |\n| `save-the-cat` | Coach a writer through a game story with Save the Cat!, one question at a time: logline, hero, ten genres, 15 beats on two layers (campaign and scenario) |\n\n### Marketing and video\n\n| Skill | What it does |\n| --- | --- |\n| `marketing-playbook` | Indie marketing aimed at Steam wishlists: draft candidates, the human publishes; post types, channel rules for X, Reddit and YouTube, account safety, measurement |\n| `post-voice` | Keep posts sounding like the developer by learning from the texts he writes himself |\n| `video-craft` | Script-driven video pipeline from brief to finished candidate: tool stack, editing craft, captions, spec and loudness checks |\n| `video-short` | 8–60 s clips for X, Reddit, Shorts, TikTok and Reels: hook in frame 0, payoff by 3–5 s, native 9:16 |\n| `video-longform` | 3–15 min devlogs: whether one is worth making yet, cold open, problem-attempts-payoff structure, narration |\n| `video-trailer` | Steam trailers and cutdowns: Valve's rules, genre-hook-content order, cutting to music, pre-publish checklist |\n| `video-youtube` | YouTube packaging: titles, descriptions, thumbnails, chapters, translated metadata, AI disclosure, which numbers to read |\n| `motion-graphics` | Name cards, kinetic type, title and end cards built as HTML/CSS and rendered frame-exact by script |\n\n### Lane commands\n\n| Command | Lane |\n| --- | --- |\n| `/design` | Rules, systems, levels, cards and combat; writes specs and data, measures with bots |\n| `/hero` | Hero identity, combat role, concept art, 3D model and animation |\n| `/enemy` | Enemies and bosses from concept to animated 3D model |\n| `/art` | Sets, places, props, maps and card art |\n| `/ui` | Screens, HUD, cards and UI motion |\n| `/fx` | VFX, shaders, game feel and sound |\n| `/dev` | Builds what design decided into the game, tests, exported builds (QA included) |\n| `/story` | Story coaching: the human writes, the agent asks |\n| `/marketing` | Drafts posts and clips for the human to publish |\n\n## Install\n\nCopy what you want into your project. Both OpenCode and Claude Code read the same `SKILL.md` format.\n\n```sh\ngit clone https://github.com/twglhk/gamedev-agent-skills\n\n# OpenCode\nmkdir -p .opencode/skills .opencode/command\ncp -r gamedev-agent-skills/skills/* .opencode/skills/\ncp gamedev-agent-skills/commands/*.md .opencode/command/\n\n# Claude Code\nmkdir -p .claude/skills .claude/commands\ncp -r gamedev-agent-skills/skills/* .claude/skills/\ncp gamedev-agent-skills/commands/*.md .claude/commands/\n```\n\nRestart the agent so it picks up new skills and commands. Then open a lane, for example `/hero design a speedster who is afraid of the dark`.\n\n## Adapting to your project\n\nEach skill states its assumptions near the top (for example \"game data in `game/data/` as Godot `.tres`\" or \"a headless auto-play probe script\"). Change those paths to yours. The skills expect a few project docs you keep yourself: design pillars, an art bible with a written style anchor and reference images, and a decision log. Skills that use paid services (ElevenLabs, Meshy, Tripo) tell the agent to get your approval with counts and a cost estimate before spending credits. Keep API keys in an untracked `.env`.\n\nSome skills point to third-party humanizer skills for cleaning AI-sounding text: [blader/humanizer](https://github.com/blader/humanizer) (English), [IsaacEryn/humanizer-ko](https://github.com/IsaacEryn/humanizer-ko) (Korean), [gonta223/humanizer-ja](https://github.com/gonta223/humanizer-ja) (Japanese).\n\nTo run lanes as a team with a phone-friendly review board, see [dongduni-agent-hub](https://github.com/twglhk/dongduni-agent-hub).\n\n## License\n\nMIT\n"}