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gamedev-agent-skills

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

twglhk/gamedev-agent-skillscommunitylistedunreviewed

Set up

Skills are installed by placing their folder where your agent loads skills.

The download comes from github.com/twglhk/gamedev-agent-skills itself, not from our server, so what you get is exactly what its author published.

Install instructions come from the README

Skills do not use an MCP config. Follow the steps in the README below.

README

synced Nov 1, 2026

gamedev-agent-skills

Agent 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.

They 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). 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.

What's inside

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.

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).

Design and code

SkillWhat it does
design-principlesReview rules, screens, controls, feedback and card readability against the game's core experience; find a genre-breaking core constraint
design-craftTurn 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
godot-devBuild rules into Godot 4: logic in plain objects, numbers in .tres, headless tests, deterministic battles behind pinned logs, proof in the exported build
skill-designDesign the one active skill a hero, enemy or boss casts in an auto-battler: role, target shape, tell, damage measured in-game

Characters, 3D and animation

SkillWhat it does
hero-designDesign a hero that reads as a superhero at a glance: twist a proven cliché, look first, then the hidden everyday life
enemy-designDesign an enemy, boss or villain before any image exists: the one question it asks, its one core action, body and behaviour built around it
char-3d-sourceTurn an approved design into a game-ready 3D figure: grey-mannequin 4-view sheet, image-to-3D, rig, game-camera check
char-animAnimation that feels alive: rig check, key-pose blocking, in-betweening, Mixamo base clips, render-and-fix loops, glTF export
blender-animBuild rigs, motion and non-human monster parts directly in Blender (Blender MCP or blender -b)

Art, effects, sound and UI

SkillWhat it does
art-craftNon-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
fx-craftVFX, shaders and sound in Godot 4: references first, grayscale block-out, strength ladder with a frame budget, capture-and-measure scripts
elevenlabsSound effects and voices with ElevenLabs: pilot-then-batch credit workflow, prompt patterns, layering, loops, avoiding the "AI voice"
ui-craftTen-pass yardstick for game UI review: usability, readability, hierarchy, feedback timing, state matrix, consistency. Includes a WCAG contrast script

Story

SkillWhat it does
save-the-catCoach 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)

Marketing and video

SkillWhat it does
marketing-playbookIndie marketing aimed at Steam wishlists: draft candidates, the human publishes; post types, channel rules for X, Reddit and YouTube, account safety, measurement
post-voiceKeep posts sounding like the developer by learning from the texts he writes himself
video-craftScript-driven video pipeline from brief to finished candidate: tool stack, editing craft, captions, spec and loudness checks
video-short8–60 s clips for X, Reddit, Shorts, TikTok and Reels: hook in frame 0, payoff by 3–5 s, native 9:16
video-longform3–15 min devlogs: whether one is worth making yet, cold open, problem-attempts-payoff structure, narration
video-trailerSteam trailers and cutdowns: Valve's rules, genre-hook-content order, cutting to music, pre-publish checklist
video-youtubeYouTube packaging: titles, descriptions, thumbnails, chapters, translated metadata, AI disclosure, which numbers to read
motion-graphicsName cards, kinetic type, title and end cards built as HTML/CSS and rendered frame-exact by script

Lane commands

CommandLane
/designRules, systems, levels, cards and combat; writes specs and data, measures with bots
/heroHero identity, combat role, concept art, 3D model and animation
/enemyEnemies and bosses from concept to animated 3D model
/artSets, places, props, maps and card art
/uiScreens, HUD, cards and UI motion
/fxVFX, shaders, game feel and sound
/devBuilds what design decided into the game, tests, exported builds (QA included)
/storyStory coaching: the human writes, the agent asks
/marketingDrafts posts and clips for the human to publish

Install

Copy what you want into your project. Both OpenCode and Claude Code read the same SKILL.md format.

git clone https://github.com/twglhk/gamedev-agent-skills

# OpenCode
mkdir -p .opencode/skills .opencode/command
cp -r gamedev-agent-skills/skills/* .opencode/skills/
cp gamedev-agent-skills/commands/*.md .opencode/command/

# Claude Code
mkdir -p .claude/skills .claude/commands
cp -r gamedev-agent-skills/skills/* .claude/skills/
cp gamedev-agent-skills/commands/*.md .claude/commands/

Restart 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.

Adapting to your project

Each 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.

Some skills point to third-party humanizer skills for cleaning AI-sounding text: blader/humanizer (English), IsaacEryn/humanizer-ko (Korean), gonta223/humanizer-ja (Japanese).

To run lanes as a team with a phone-friendly review board, see dongduni-agent-hub.

License

MIT

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