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gamedev-router

Imported awesome-gamedev-agent-skills guidance for router workflows in game development projects.

Skill by bgrenat

IndexedLGPL-3.0★ 24
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Works with Claude Code, Claude apps, Codex, Cursor, Gemini CLI, GitHub Copilot, VS Code, OpenCode, Goose, Windsurf. Read the repository before you give any tool access to your data.

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About

Imported awesome-gamedev-agent-skills guidance for router workflows in game development projects. Use when a game-development request is broad and the right engine and minimal skill set must be chosen first.

Use cases: agent-building

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What this skill can do and what it asks for, from its SKILL.md and code. Checked Oct 25, 2026.

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Network hosts it talks to 1

  • codeload.github.com · found in install command

Files it touches

  • ~/.claude/skills/gamedev-router

What's inside

Skill name
gamedev-router
Description
Imported awesome-gamedev-agent-skills guidance for router workflows in game development projects. Use when a game-development request is broad and the right engine and minimal skill set must be chosen first.
License
LGPL-3.0
Instructions
194 lines in SKILL.md · view on GitHub

Files (3)

  • SKILL.md
  • engine-detection.md · references/
  • routing-table.md · references/

SKILL.md (first lines)

# 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, or procedural
  content — 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** — project fingerprint → at most one engine skill set (or "unknown"). §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`.

## 2. Task classification (phrasing → category)

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

- **disciplines** (cross-engine concepts): `game-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 ("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) |
|-------------------|------------------|-------------------------|
| enemy AI, behavior tree, pathfinding, steering | `game-ai` | `unity-navmesh` / `unreal-behavior-trees` / Godot nav |
| 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

From bgrenat/godot-game-dev-studio, LGPL-3.0.

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Forks
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Last commit (this folder)
Oct 12, 2026 (16 days ago)
Last release
Oct 12, 2026 (16 days ago)

From GitHub (fetched Oct 24, 2026).

Details

License
LGPL-3.0
Website
powehi.eu
First seen
Oct 24, 2026
Last checked
Oct 24, 2026

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Cite this page

gamedev-router skill. Agent Mart. https://agentmart.dev/skills/bgrenat-gamedev-router (last updated 2026-10-24)