skill
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
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
README
synced Nov 1, 2026gamedev-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
| Skill | What it does |
|---|---|
design-principles | Review rules, screens, controls, feedback and card readability against the game's core experience; find a genre-breaking core constraint |
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 |
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 |
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 |
Characters, 3D and animation
| Skill | What it does |
|---|---|
hero-design | Design a hero that reads as a superhero at a glance: twist a proven cliché, look first, then the hidden everyday life |
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 |
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 |
char-anim | Animation that feels alive: rig check, key-pose blocking, in-betweening, Mixamo base clips, render-and-fix loops, glTF export |
blender-anim | Build rigs, motion and non-human monster parts directly in Blender (Blender MCP or blender -b) |
Art, effects, sound and UI
| Skill | What it does |
|---|---|
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 |
fx-craft | VFX, shaders and sound in Godot 4: references first, grayscale block-out, strength ladder with a frame budget, capture-and-measure scripts |
elevenlabs | Sound effects and voices with ElevenLabs: pilot-then-batch credit workflow, prompt patterns, layering, loops, avoiding the "AI voice" |
ui-craft | Ten-pass yardstick for game UI review: usability, readability, hierarchy, feedback timing, state matrix, consistency. Includes a WCAG contrast script |
Story
| Skill | What it does |
|---|---|
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) |
Marketing and video
| Skill | What it does |
|---|---|
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 |
post-voice | Keep posts sounding like the developer by learning from the texts he writes himself |
video-craft | Script-driven video pipeline from brief to finished candidate: tool stack, editing craft, captions, spec and loudness checks |
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 |
video-longform | 3–15 min devlogs: whether one is worth making yet, cold open, problem-attempts-payoff structure, narration |
video-trailer | Steam trailers and cutdowns: Valve's rules, genre-hook-content order, cutting to music, pre-publish checklist |
video-youtube | YouTube packaging: titles, descriptions, thumbnails, chapters, translated metadata, AI disclosure, which numbers to read |
motion-graphics | Name cards, kinetic type, title and end cards built as HTML/CSS and rendered frame-exact by script |
Lane commands
| Command | Lane |
|---|---|
/design | Rules, systems, levels, cards and combat; writes specs and data, measures with bots |
/hero | Hero identity, combat role, concept art, 3D model and animation |
/enemy | Enemies and bosses from concept to animated 3D model |
/art | Sets, places, props, maps and card art |
/ui | Screens, HUD, cards and UI motion |
/fx | VFX, shaders, game feel and sound |
/dev | Builds what design decided into the game, tests, exported builds (QA included) |
/story | Story coaching: the human writes, the agent asks |
/marketing | Drafts 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