gamedev-skills/router
> (Godot, Unity, Unreal, Bevy, Phaser, PixiJS, three.js, LÖVE, pygame, Roblox) and the task, then reads the chosen skill before acting. Use to make a game or to decide which skill applies — for players, levels, enemies, shaders, UI/UX, cameras, game feel, physics, input, audio, saving, multiplayer, AI, dialogue, procedural generation, or performance, for genres (platformer, roguelike, RPG, FPS, tower-defense, card game, visual novel, survival-crafting, puzzle), and for shipping (game jam, Steam, itch). Start here when unsure which gamedev skill to use.
npx skills add https://github.com/gamedev-skills/awesome-gamedev-agent-skills --skill router
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.
player, enemy, shader, UI, save system, multiplayer, input, audio, AI, dialogue, or procedural
content — to decide which skill(s) to load.
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).
SKILL.md bodies; references/ only on demand. §4.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 the engine, read the request for task signals (three additive categories):
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").
platformer, roguelike, rpg, fps-shooter,tower-defense, card-game, visual-novel, survival-crafting, puzzle. Triggered by genre
words ("make a roguelike", "deckbuilder").
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.
skills/godot/): language godot-gdscript / godot-csharp; structuregodot-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.
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.
skills/unreal/): visual scripting unreal-blueprints; C++ gameplayunreal-cpp-gameplay; input unreal-enhanced-input; AI unreal-behavior-trees; VFX
unreal-niagara; ship unreal-packaging.
skills/web-engines/): phaser-core, phaser-arcade-physics; pixijs-rendering;threejs-scene-setup, threejs-gltf-loading, threejs-materials-lighting.
skills/other-engines/): bevy-ecs, pygame-core, love2d-core, roblox-luau,roblox-datastores.
| 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 |
* 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 |
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.
name + description are in context. Decide from those plusthe fingerprint — do not pre-read bodies.
skills/<category>/<name>/SKILL.md — andonly those. Never bulk-load a whole category.
references/ files only when the subtask needs thatdepth (the skill body says when).
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."*
task needs and usually at most one genre. Workflows attach independently.
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.
composes names a slot like *-2d-movement, bind it to thedetected engine. If that engine lacks the exact skill, see §6 and references/routing-table.md
("Binding gaps").
Engine unknown (no fingerprint, no engine named):
discipline/genre/workflow skill — no engine needed ("what's a good save format?" → save-systems).
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.
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.
| 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 |
references/engine-detection.md.references/routing-table.md.Take gamedev-skills/router from the repository into ~/.claude/skills for personal
use, or into .claude/skills inside a project.
The agent identifies a skill by the name field in its header. Two skills with the
same name cannot sit side by side — one of them will be ignored.