---
name: Router
slug: router
category: AI Engineering
description: 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.
github: "https://github.com/gamedev-skills/awesome-gamedev-agent-skills/tree/main/router"
language: Python
stars: 623
forks: 48
install: "npx degit https://github.com/gamedev-skills/awesome-gamedev-agent-skills/tree/main/router ~/.claude/skills/router"
installs_to: ~/.claude/skills/router
source_path: router/SKILL.md
collection_size: 25
category_size: 2451
collection_url: "https://dirskills.com/collections/gamedev-skills/awesome-gamedev-agent-skills"
added: 2026-08-25T05:12:44.801Z
last_synced: 2026-08-25T05:12:44.801Z
canonical_url: "https://dirskills.com/skills/router"
---

# 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.

**Install:**

```bash
npx degit https://github.com/gamedev-skills/awesome-gamedev-agent-skills/tree/main/router ~/.claude/skills/router
```

## README

# Master Router — Game-Development Skill Dispatcher

The entry point for game-development work. It fingerprints the project to pick **one** engine,
classifies the task from the request, names the **minimal** set of specialized skills, and tells
you to read them before acting. It **dispatches and composes** — it does not re-teach engine APIs.

## When to use

- Use at the **start of any game-development request** — building or debugging a game, level,
  player, enemy, shader, UI, save system, multiplayer, input, audio, AI, dialogue, procedural
  content, or visual asset set — to decide which skill(s) to load.
- Use when the user names an engine or genre, says "make a game", or asks "which skill should I
  use?".

**When *not* to use:** once the right skill is loaded and the task is squarely inside it, work
from that skill — don't re-run the router every turn. Re-route only when the task **pivots** to a
new engine or concern (router step 6).

## Routing algorithm

1. **Detect engine and version** — project fingerprint → at most one engine skill set (or
   "unknown"), then read the project's version source. §1.
2. **Classify task** — phrasing → discipline(s) + at most one genre + workflow(s). §2.
3. **Resolve** — the minimal set: engine skill(s) + discipline(s) + genre + workflow(s). §3.
4. **Read (disclosure)** — open only the chosen `SKILL.md` bodies; `references/` only on demand. §4.
5. **Compose** — order: engine fundamentals → discipline concept → genre glue → workflow. §5.
6. **Fallback** — engine unknown or no skill fits → ask or default to Godot; state any gap. §6.

---

## 1. Engine detection (project fingerprint)

Scan for the highest-confidence signal; **choose exactly one** engine. Stop at the first match.

| # | Engine | Primary signal | Skill set root |
|:-:|--------|----------------|----------------|
| 1 | Godot | `project.godot` | `skills/godot/` |
| 2 | Unreal | `*.uproject` | `skills/unreal/` |
| 3 | Unity | `Assets/` **and** `ProjectSettings/ProjectVersion.txt` | `skills/unity/` |
| 4 | Bevy | `Cargo.toml` with a `bevy` dependency | `skills/other-engines/bevy-ecs/` |
| 5 | Phaser | `package.json` dep `phaser` | `skills/web-engines/phaser-*` |
| 6 | PixiJS | `package.json` dep `pixi.js` | `skills/web-engines/pixijs-rendering/` |
| 7 | three.js | `package.json` dep `three` | `skills/web-engines/threejs-*` |
| 8 | LÖVE | `conf.lua` / `main.lua` calling `love.*` | `skills/other-engines/love2d-core/` |
| 9 | pygame | `*.py` with `import pygame` | `skills/other-engines/pygame-core/` |
| 10 | Roblox | `*.rbxl(x)` / `*.project.json` (Rojo) | `skills/other-engines/roblox-*` |

For secondary signals, the Godot-C#/Unity/Bevy and multi-web disambiguation rules, monorepos,
and plain-text engine mentions, read `references/engine-detection.md`.

After identifying the engine, read its version from project metadata or dependency locks before
choosing APIs. Existing projects keep their pinned version unless migration is requested; the
catalog baseline is only for new projects. The exact version sources are in the detection reference
and `../docs/VERSION-SUPPORT.md`.

## 2. Task classification (phrasing → category)

After the engine, read the request for task signals (three **additive** categories):

- **disciplines** (cross-engine concepts): `create-game-assets`, `game-ai`, `ai-behavior-trees-utility-ai`, `procedural-gen`, `dialogue-systems`,
  `save-systems`, `audio-design`, `shader-programming`, `physics-tuning`, `level-design`,
  `input-systems`, `game-feel`, `camera-systems`, `game-ui-ux`, `performance-optimization`.
  Triggered by concept words ("sprite sheet", "art direction", "texture", "pathfinding",
  "save slots", "fragment shader", "screen shake", "camera follow", "HUD/menu",
  "optimize/low FPS").
- **genres** (whole-game templates): `platformer`, `roguelike`, `rpg`, `fps-shooter`,
  `tower-defense`, `card-game`, `visual-novel`, `survival-crafting`, `puzzle`. Triggered by genre
  words ("make a roguelike", "deckbuilder").
- **workflows** (process/shipping): `game-jam`, `prototype-fast`, `steam-publish`,
  `itch-publish`. Triggered by process words ("publish on Steam", "vertical slice").

File signals sharpen this: `*.yarn`/`*.ink` → `dialogue-systems`/`visual-novel`; `steam_appid.txt`
→ `steam-publish`; `*.inputactions` → `unity-input-system`.

## 3. Routing table (task → category → skill)

### 3a. Engine skills — read the one matching the detected engine + sub-task

- **Godot** (`skills/godot/`): language `godot-gdscript` / `godot-csharp`; structure
  `godot-nodes-scenes`, `godot-signals-groups`; 2D `godot-2d-movement`, `godot-tilemap`; 3D
  `godot-3d-essentials`; physics `godot-physics`; UI `godot-ui-control`; animation
  `godot-animation`; shaders `godot-shaders`; data `godot-resources`; audio `godot-audio`;
  netcode `godot-multiplayer`; ship `godot-export`.
- **Unity** (`skills/unity/`): scripting `unity-csharp-scripting`; input `unity-input-system`;
  physics `unity-physics`; animation `unity-animation`; data `unity-scriptableobjects`; 2D
  `unity-tilemap-2d`; AI nav `unity-navmesh`; ship `unity-build-pipeline`.
- **Unreal** (`skills/unreal/`): visual scripting `unreal-blueprints`; C++ gameplay
  `unreal-cpp-gameplay`; input `unreal-enhanced-input`; AI `unreal-behavior-trees`; VFX
  `unreal-niagara`; ship `unreal-packaging`.
- **Web** (`skills/web-engines/`): `phaser-core`, `phaser-arcade-physics`; `pixijs-rendering`;
  `threejs-scene-setup`, `threejs-gltf-loading`, `threejs-materials-lighting`.
- **Other** (`skills/other-engines/`): `bevy-ecs`, `pygame-core`, `love2d-core`, `roblox-luau`,
  `roblox-datastores`.

### 3b. Disciplines — load **with** the engine skill (concept ↔ engine API)

| Concept (`says:`) | Discipline skill | Pairs with (engine API) |
|-------------------|------------------|-------------------------|
| art direction, game assets, sprites, tilesets, textures, icons, 3D props | `create-game-assets` | engine importer/rendering skill; `imagegen` when available |
| enemy AI, behavior tree, pathfinding, steering | `game-ai` | `unity-navmesh` / `unreal-behavior-trees` / Godot nav |
| BT runtime, blackboard, decorator, selector/sequence, utility AI, response curve, consideration | `ai-behavior-trees-utility-ai` | `game-ai` (model choice) / `unreal-behavior-trees` (engine assets) |
| procedural, noise, seed, dungeon generator | `procedural-gen` | engine tilemap/grid skill |
| dialogue, Yarn, Ink, conversation tree | `dialogue-systems` | engine UI skill |
| save/load, slots, persistence | `save-systems` | `roblox-datastores` / engine IO |
| adaptive music, mixer, ducking, SFX | `audio-design` | `godot-audio` / Unity AudioMixer |
| shader, fragment, dissolve/outline | `shader-programming` | `godot-shaders` / engine material |
| jitter, tunneling, fixed timestep | `physics-tuning` | `godot-physics` / `unity-physics` |
| whitebox, blockout, tile layout, pacing | `level-design` | `godot-tilemap` / `unity-tilemap-2d` |
| rebind, gamepad, input buffering | `input-systems` | `unity-input-system` / `unreal-enhanced-input` / Godot InputMap |
| screen shake, hit-stop, juice, squash & stretch, "make it punchy" | `game-feel` | engine animation/tween + `camera-systems` (shake) |
| camera follow, deadzone, look-ahead, orbit, first-person | `camera-systems` | `godot-2d-movement` / `godot-3d-essentials` / Cinemachine |
| HUD, menu, UI layout, scaling, safe area, focus nav | `game-ui-ux` | `godot-ui-control` / Unity UI (UGUI/UI Toolkit) |
| low FPS, optimize, draw calls, GC spike, pooling, profiler | `performance-optimization` | engine profiler + `physics-tuning` |

### 3c. Genres — **compose** engine + disciplines (bind `*` to the detected engine)

| Genre (`says:`) | composes |
|-----------------|----------|
| platformer, jump, double jump | `godot-2d-movement` (or engine physics) + `godot-tilemap`/`unity-tilemap-2d` + `level-design` + `camera-systems` + `game-feel` |
| roguelike, procedural dungeon, permadeath | `procedural-gen` + `godot-tilemap`/`unity-tilemap-2d` + `game-ai` + `save-systems` + `game-feel` |
| RPG, stats, inventory, quests | `godot-resources`/`unity-scriptableobjects` + `dialogue-systems` + `save-systems` + `game-ui-ux` |
| FPS, first-person, hitscan | `godot-3d-essentials`/`unreal-cpp-gameplay` + `input-systems` + `game-ai` + `camera-systems` + `game-feel` |
| tower defense, waves, lanes | `game-ai` + engine movement + `level-design` + `game-ui-ux` |
| card game, deckbuilder, TCG | `godot-resources`/`unity-scriptableobjects` + `game-ui-ux` (+ engine UI) |
| visual novel, branching story | `dialogue-systems` + `save-systems` + `game-ui-ux` |
| survival, crafting, gathering | `save-systems` + `godot-resources`/`unity-scriptableobjects` + `procedural-gen` + `game-ui-ux` |
| puzzle, match-3, grid logic | `godot-tilemap`/`unity-tilemap-2d` + `level-design` + `game-feel` |

### 3d. Workflows — engine-independent process & shipping

`game-jam` (jam, 48-hour, Ludum Dare/GMTK) · `prototype-fast` (vertical slice, MVP, greybox) ·
`steam-publish` (Steam, Steamworks, depot; `steam_appid.txt`) · `itch-publish` (itch.io, butler;
`.itch.toml`).

For the exhaustive per-skill trigger list and every engine binding, read
`references/routing-table.md`.

## 4. Read protocol (progressive disclosure)

1. **Preloaded:** only each skill's `name` + `description` are in context. Decide from those plus
   the fingerprint — do **not** pre-read bodies.
2. **On selection:** read the body of **each chosen** `skills/<category>/<name>/SKILL.md` — and
   only those. Never bulk-load a whole category.
3. **On demand:** read a skill's bundled `references/` files only when the subtask needs that
   depth (the skill body says when).
4. **Re-route on pivot:** if the task changes (movement → saving), select and read the newly
   relevant skill instead of keeping everything loaded.

Announce what you load and why, e.g.: *"Detected Godot (`project.godot`). Loading
`godot-2d-movement` for the controller and `platformer` for jump feel; will open the platformer
skill's `feel-tuning.md` reference if you want coyote-time/buffering."*

## 5. Composition rules

- **One engine set, additive concepts.** Exactly one engine skill set; add the disciplines the
  task needs and usually **at most one** genre. Workflows attach independently.
- **Order:** engine fundamentals → discipline concept → genre orchestration → workflow. For asset
  production, approve the visual target before generating a family, then finish with the engine
  import settings and an in-context capture.
- **Ownership on overlap:** the **engine** skill owns API/syntax; the **discipline** skill owns
  the portable concept/algorithm and defers to the engine skill for code; the **genre** skill owns
  structure/glue and links out instead of re-teaching a primitive.
- **Hand-offs:** when a genre's `composes` names a slot like `*-2d-movement`, bind it to the
  detected engine. If that engine lacks the exact skill, see §6 and `references/routing-table.md`
  ("Binding gaps").

## 6. Unknown-engine & no-skill fallback

**Engine unknown** (no fingerprint, no engine named):

1. Check the request for a plain-text engine name ("in Unity", "using Phaser"). If found, adopt it.
2. If the task is a pure concept/genre/workflow question, route straight to the engine-agnostic
   discipline/genre/workflow skill — no engine needed ("what's a good save format?" → `save-systems`).
3. Only if engine choice actually blocks the answer, ask **one** targeted question ("Which engine —
   Godot, Unity, Unreal, or a web/other engine?"). If the user has no preference and one is needed,
   **default to Godot** (the most fully covered engine here) and say so.
4. Never invent an engine or load an engine skill on a guess.

**Engine known but no skill covers the subtask:** load the closest engine skill plus the relevant
discipline and **state the gap** plainly (e.g. "no dedicated Unity 2D-movement skill; using
`unity-csharp-scripting` + `unity-physics`"). Never fabricate a skill name.

**Conflicting/multiple genres:** pick the dominant genre from the phrasing; mention the secondary
and offer to load it if the user confirms.

## Worked examples

| Request | Detected engine | Skills loaded (in order) |
|---------|-----------------|--------------------------|
| "add a double jump to my Godot player" | Godot (`project.godot`) | `godot-2d-movement` → `platformer` |
| "make an inventory for my Unity RPG" | Unity (`Assets/`+`ProjectSettings/`) | `unity-scriptableobjects` → `rpg` → `save-systems` |
| "procedural dungeon roguelike in Godot" | Godot | `godot-tilemap` → `procedural-gen` → `roguelike` |
| "branching dialogue from a `.yarn` file" | (none required) | `dialogue-systems` (+ engine UI skill if an engine is detected) |
| "how do I design save slots with migration?" | (none) | `save-systems` only |
| "publish my game on itch with butler" | (any/none) | `itch-publish` only |
| "I want to make a game but don't know what to use" | unknown → ask, default Godot | router asks once; then e.g. `godot-nodes-scenes` |
| "make hits feel punchy in my Godot game" | Godot (`project.godot`) | `game-feel` (+ `camera-systems` for shake) |
| "the camera should follow my player smoothly" | (detected engine) | `camera-systems` (+ engine movement skill) |
| "my Unity game drops to 30 FPS, optimize it" | Unity (`Assets/`+`ProjectSettings/`) | `performance-optimization` (profile first) → engine skill |
| "make a cohesive pixel-art player and enemy set" | (detected engine) | `create-game-assets` → relevant engine import/rendering skill |

## References

- Full engine fingerprints, secondary signals, and disambiguation: `references/engine-detection.md`.
- Exhaustive per-skill trigger words, engine bindings, and binding gaps: `references/routing-table.md`.
