gamedev-skills/awesome-gamedev-agent-skills

DirSkills catalogs 25 skills from this repository, across 5 categories: AI Engineering, Automation, DevOps, Frontend, Quality.

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🎵
6d ago

Audio Design

Audio Design covers bus-based mixing, decibel gain, sidechain ducking, adaptive music layering or re-sequencing, SFX variation, and beat-synced events. Use it when a game needs portable audio practices rather than engine-specific audio APIs.
Automation
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🧠
6d ago

Behavior Trees & Utility AI

Behavior Trees & Utility AI builds a reusable behavior-tree runtime and a Utility AI decision system for NPCs. Use it when implementing BTs, blackboards, decorators, response curves, or hybrid BT-plus-Utility agents.
AI Engineering
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🎥
6d ago

Camera Systems

Camera Systems covers smooth follow, deadzones, look-ahead, bounds clamping, third-person orbit collision, first-person look, and multi-target framing for game cameras. Use it when a game camera jitters, snaps, shows past level edges, or needs better follow behavior.
Frontend
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🃏
6d ago

Card Game

Card Game defines deck, hand, discard, and play zones plus draw, shuffle, turn structure, and effect resolution for card-based games. Use it when building a deckbuilder, TCG/CCG, or roguelike deckbuilder.
Frontend
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🎮
6d ago

Create Game Assets

Create Game Assets turns visual intent into cohesive, engine-ready game art through brief creation, sourcing, generation, normalization, and validation. Use it for sprites, tilesets, UI art, textures, concept art, or 3D asset briefs.
Frontend
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💬
6d ago

Dialogue Systems

Dialogue Systems builds branching conversations as a graph with choices, conditions, variables, and localization IDs. Use it to choose between Ink, Yarn Spinner, or a custom runner for NPC dialogue and narrative state.
AI Engineering
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🔫
6d ago

FPS Shooter

FPS Shooter builds the core loop and systems for a first-person shooter, including movement, shooting, weapons, health, feedback, and enemy AI. Use it when tuning aim feel, time-to-kill, recoil, spread, or hitscan versus projectile weapons.
Frontend
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🎮
6d ago

Game AI

Game AI helps design NPC and enemy decision-making with finite state machines, behavior trees, steering behaviors, and A* pathfinding. Use it for patrol/chase logic, movement steering, or routing agents around a map.
AI Engineering
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🎮
6d ago

Game Feel

Game Feel adds screen shake, hit-stop, easing, squash and stretch, knockback, and layered audio-visual feedback to make existing actions feel more responsive and punchy. Use it when hits, jumps, pickups, or deaths need polish without changing the underlying mechanic.
AI Engineering
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🎮
6d ago

Game UI UX

Game UI UX designs HUDs, menus, and overlays that scale across screen sizes and support keyboard or gamepad navigation. It is used to structure UI layout, safe areas, screen flow, and event-driven updates tied to game state.
Frontend
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🎮
6d ago

Input Systems

Input Systems architects engine-neutral game controls around named actions instead of raw keys. Use it for rebinding, multi-device support, deadzones, input buffering, coyote time, and accessible controls.
AI Engineering
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🗺️
6d ago

Level Design

Level Design covers the blockout-to-playable workflow for building levels: derive player metrics, lay out rooms and paths, pace encounters, and verify gating and the critical path. Use it when planning layout, pacing, encounter flow, or whitebox iteration.
Frontend
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⚙️
6d ago

Performance Optimization

Performance Optimization helps you profile a game, find the CPU or GPU bottleneck, and apply fixes such as pooling, batching, allocation control, and asset budgets. Use it when a game has low FPS, stutter, frame drops, or GC spikes.
Quality
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🧲
6d ago

Physics Tuning

Physics Tuning helps tune fixed-timestep simulation, interpolation, CCD, and body settings for stable game motion. Use it when physics jitters, tunnels through walls, or feels floaty or unstable.
Frontend
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🕹️
6d ago

Platformer

Platformer helps you build a 2D side-scroller with responsive run/jump controls, coyote time, jump buffering, variable jump height, hazards, checkpoints, and camera behavior. Use it when tuning jump feel or assembling Mario-like or Celeste-like levels.
Frontend
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🎲
6d ago

Procedural Generation

Procedural Generation generates deterministic game content from a seed, including noise-based terrain, dungeon layouts, and weighted loot tables. Use it when you need reproducible maps, drops, or other content that should vary without hand authoring.
AI Engineering
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🧩
6d ago

Puzzle

Puzzle builds grid-based board games with move input, rule resolution, cascades, scoring, undo, and level progression. Use it for match-3, sokoban, sliding, or other discrete puzzle boards.
Frontend
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🎮
6d ago

RPG

RPG builds role-playing game systems for stats, leveling, inventory, quests, branching dialogue, save/load, and combat. Use it when designing an RPG or any game with persistent character growth and choice-driven progression.
AI Engineering
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🎲
6d ago

Roguelike

Roguelike builds turn-based, grid-based dungeon crawlers with procedural levels, field of view, permadeath, and loot tables. Use it for roguelikes or roguelites with run-based progression.
AI Engineering
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🧭
6d ago

Router

Router routes game-development requests to the right engine and specialized skills by detecting the engine, task, genre, and workflow. Use it at the start when you need to decide which gamedev skill(s) to read before acting.
AI Engineering
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💾
6d ago

Save Systems

Save Systems helps design crash-safe, versioned game save and load flows. Use it to choose what state to serialize, add save slots or autosave, and migrate old saves after updates.
DevOps
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🎨
6d ago

Shader Programming

Shader Programming teaches cross-engine shader fundamentals for vertex and fragment stages, UV math, and coordinate spaces. Use it to write or translate common effects like tint, scrolling textures, dissolve, outline, fresnel rim, and vignette in GLSL with HLSL equivalents.
Frontend
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🛠️
6d ago

Survival Crafting

Survival Crafting defines the gather → craft → build loop for survival and base-building games. Use it when designing hunger, thirst, temperature, crafting progression, resource gathering, threats, and persistence.
AI Engineering
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🛡️
6d ago

Tower Defense

Tower Defense covers enemy pathing, wave spawning, tower targeting, economy, and lives for a tower-defense or wave-defense game. Use it when balancing waves, tower costs, targeting priorities, and leak penalties.
AI Engineering
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📖
6d ago

Visual Novel

Visual Novel builds branching dialogue games with character and background presentation, choices, save/load, backlog, skip, and auto-advance. Use it for visual novels, dating sims, and other story-first branching games.
Frontend
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