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game-development

Game development with Unity, Unreal Engine, and Godot.

Skill by travisjneuman

IndexedMIT★ 106
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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.

npx agentmarket install skill/travisjneuman-game-development

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About

Game development with Unity, Unreal Engine, and Godot. Use when building games, implementing game mechanics, physics, AI, or working with game engines.

No reviews yet. Installed it? Reviews come from verified installers only. How reviews work

Permissions

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

Tools
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Secrets
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Install scripts
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Network hosts it talks to 1

  • codeload.github.com · found in install command

Files it touches

  • ~/.claude/skills/game-development

What's inside

Skill name
game-development
Description
Game development with Unity, Unreal Engine, and Godot. Use when building games, implementing game mechanics, physics, AI, or working with game engines.
License
MIT
Instructions
681 lines in SKILL.md · view on GitHub

Agent Skills spec issues

  • body: 681 lines (spec recommends under 500)

Files (1)

  • SKILL.md

SKILL.md (first lines)

# Game Development

Comprehensive guide for building games across major engines and platforms.

## Engine Comparison

| Engine     | Language        | Best For                | Platforms |
| ---------- | --------------- | ----------------------- | --------- |
| **Unity**  | C#              | Mobile, indie, VR/AR    | All       |
| **Unreal** | C++, Blueprints | AAA, realistic graphics | All       |
| **Godot**  | GDScript, C#    | 2D, indie, open source  | All       |

---

## Unity (C#)

### Project Structure

```
Assets/
├── Scripts/
│   ├── Player/
│   │   ├── PlayerController.cs
│   │   └── PlayerInput.cs
│   ├── Enemies/
│   ├── Systems/
│   └── Utils/
├── Prefabs/
├── Scenes/
├── Materials/
├── Animations/
└── Resources/
```

### Player Controller

```csharp
using UnityEngine;
using UnityEngine.InputSystem;

[RequireComponent(typeof(CharacterController))]
public class PlayerController : MonoBehaviour
{
    [Header("Movement")]
    [SerializeField] private float moveSpeed = 5f;
    [SerializeField] private float sprintMultiplier = 1.5f;
    [SerializeField] private float jumpHeight = 2f;
    [SerializeField] private float gravity = -9.81f;

    [Header("Look")]
    [SerializeField] private float lookSensitivity = 2f;
    [SerializeField] private float maxLookAngle = 80f;

    private CharacterController _controller;
    private Vector2 _moveInput;
    private Vector2 _lookInput;
    private Vector3 _velocity;
    private float _xRotation;
    private bool _isSprinting;

    private void Awake()
    {
        _controller = GetComponent<CharacterController>();
        Cursor.lockState = CursorLockMode.Locked;
    }

    private void Update()
    {
        HandleMovement();
        HandleLook();
        ApplyGravity();
    }

    private void HandleMovement()
    {
        float speed = _isSprinting ? moveSpeed * sprintMultiplier : moveSpeed;
        Vector3 move = transform.right * _moveInput.x + transform.forward * _moveInput.y;
        _controller.Move(move * speed * Time.deltaTime);
    }

    private void HandleLook()
    {
        float mouseX = _lookInput.x * lookSensitivity * Time.deltaTime;
        float mouseY = _lookInput.y * lookSensitivity * Time.deltaTime;

        _xRotation -= mouseY;
        _xRotation = Mathf.Clamp(_xRotation, -maxLookAngle, maxLookAngle);

        Camera.main.transform.localRotation = Quaternion.Euler(_xRotation, 0f, 0f);
        transform.Rotate(Vector3.up * mouseX);
    }

    private void ApplyGravity()
    {
        if (_controller.isGrounded && _velocity.y < 0)
        {
            _velocity.y = -2f;
        }

        _velocity.y += gravity * Time.deltaTime;
        _controller.Move(_velocity * Time.deltaTime);
    }

    // Input System callbacks
    public void OnMove(InputAction.CallbackContext context) =>
        _moveInput = context.ReadValue<Vector2>();

    public void OnLook(InputAction.CallbackContext context) =>
        _lookInput = context.ReadValue<Vector2>();

    public void OnJump(InputAction.CallbackContext context)
    {
        if (context.performed && _controller.isGrounded)
        {
            _velocity.y = Mathf.Sqrt(jumpHeight * -2f * gravity);
        }
    }

    public void OnSprint(InputAction.CallbackContext context) =>

From travisjneuman/.claude, MIT.

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Stars
106
Forks
26
Open issues
2
Last commit (this folder)
Jan 13, 2026 (9 months ago)

From GitHub (fetched Oct 24, 2026).

Details

License
MIT
First seen
Oct 24, 2026
Last checked
Oct 24, 2026

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Cite this page

game-development skill. Agent Mart. https://agentmart.dev/skills/travisjneuman-game-development (last updated 2026-10-24)