Godot Gdscript Patterns
925236118/AlphaAgent
Master Godot 4 GDScript patterns including signals, scenes, state machines, and optimization.
A skill your agent uses when designing or repairing what makes a game fun — verbs and mechanics, moment-to-moment/session/meta loops, progression, economy faucets and sinks, difficulty curves…
$ npx skills add ericrisco/rsc-harness --skill game-design -a claude-codeProject install by default; add -g for ~/.claude/skills/.
$ gh skill install ericrisco/rsc-harness game-design --agent claude-codeProject scope by default; add --scope user for a personal install. Needs GitHub CLI 2.90.0 or later (public preview).
$ git clone --depth 1 https://github.com/ericrisco/rsc-harness.git skills-src && mkdir -p .claude/skills && cp -r skills-src/skills/game-design .claude/skills/game-design && rm -rf skills-srcUse ~/.claude/skills/ instead of .claude/skills for a personal install. The folder must contain SKILL.md.
Claude Code skills documentation · loads skills from .claude/skills/
Install the "game-design" agent skill from https://github.com/ericrisco/rsc-harness/tree/main/skills/game-design into .claude/skills/game-design/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "game-design", then confirm the skill loads.Claude Code copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$skill-installer install https://github.com/ericrisco/rsc-harness/tree/main/skills/game-designType this inside Codex. $skill-installer <name> installs a curated skill from openai/skills. The installer writes to $CODEX_HOME/skills (default ~/.codex/skills). Restart Codex if the skill does not show up.
$ npx skills add ericrisco/rsc-harness --skill game-design -a codexProject install goes to .agents/skills/; add -g for ~/.codex/skills/.
$ gh skill install ericrisco/rsc-harness game-design --agent codexProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/ericrisco/rsc-harness.git skills-src && mkdir -p .agents/skills && cp -r skills-src/skills/game-design .agents/skills/game-design && rm -rf skills-srcUse ~/.agents/skills/ instead of .agents/skills for a personal install.
Codex skills documentation · loads skills from .agents/skills/
Install the "game-design" agent skill from https://github.com/ericrisco/rsc-harness/tree/main/skills/game-design into .agents/skills/game-design/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "game-design", then confirm the skill loads.Codex copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ npx skills add ericrisco/rsc-harness --skill game-design -a cursorProject install goes to .agents/skills/; add -g for ~/.cursor/skills/.
$ gh skill install ericrisco/rsc-harness game-design --agent cursorProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/ericrisco/rsc-harness.git skills-src && mkdir -p .cursor/skills && cp -r skills-src/skills/game-design .cursor/skills/game-design && rm -rf skills-srcUse ~/.cursor/skills/ instead of .cursor/skills for a personal install.
Cursor skills documentation · loads skills from .cursor/skills/, .agents/skills/, .claude/skills/, .codex/skills/
Install the "game-design" agent skill from https://github.com/ericrisco/rsc-harness/tree/main/skills/game-design into .cursor/skills/game-design/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "game-design", then confirm the skill loads.Cursor copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ gemini skills install https://github.com/ericrisco/rsc-harness.git --path skills/game-design--scope user (default) or --scope workspace; --path is the subfolder of the repo that holds the skill; --consent skips the security confirmation prompt.
$ npx skills add ericrisco/rsc-harness --skill game-design -a gemini-cliProject install goes to .agents/skills/; add -g for ~/.gemini/skills/.
$ gh skill install ericrisco/rsc-harness game-design --agent gemini-cliProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/ericrisco/rsc-harness.git skills-src && mkdir -p .gemini/skills && cp -r skills-src/skills/game-design .gemini/skills/game-design && rm -rf skills-srcUse ~/.gemini/skills/ instead of .gemini/skills for a personal install, then run /skills reload.
Gemini CLI skills documentation · loads skills from .gemini/skills/, .agents/skills/
Install the "game-design" agent skill from https://github.com/ericrisco/rsc-harness/tree/main/skills/game-design into .gemini/skills/game-design/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "game-design", then confirm the skill loads.Gemini CLI copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ gh skill install ericrisco/rsc-harness game-designInstalls for Copilot at project scope by default; add --scope user for a personal install. Preview a skill first with gh skill preview. Needs GitHub CLI 2.90.0 or later (public preview).
$ npx skills add ericrisco/rsc-harness --skill game-design -a github-copilotProject install goes to .agents/skills/; add -g for ~/.copilot/skills/.
$ git clone --depth 1 https://github.com/ericrisco/rsc-harness.git skills-src && mkdir -p .github/skills && cp -r skills-src/skills/game-design .github/skills/game-design && rm -rf skills-srcUse ~/.copilot/skills/ instead of .github/skills for a personal install. Commit .github/skills so cloud agent and code review can use it.
GitHub Copilot skills documentation · loads skills from .github/skills/, .claude/skills/, .agents/skills/
Install the "game-design" agent skill from https://github.com/ericrisco/rsc-harness/tree/main/skills/game-design into .github/skills/game-design/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "game-design", then confirm the skill loads.GitHub Copilot copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ npx skills add ericrisco/rsc-harness --skill game-design -a opencodeOpenCode documents no install command of its own. Project install goes to .agents/skills/; add -g for ~/.config/opencode/skills/.
$ gh skill install ericrisco/rsc-harness game-design --agent opencodeProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/ericrisco/rsc-harness.git skills-src && mkdir -p .opencode/skills && cp -r skills-src/skills/game-design .opencode/skills/game-design && rm -rf skills-srcUse ~/.config/opencode/skills/ instead of .opencode/skills for a personal install.
OpenCode skills documentation · loads skills from .opencode/skills/, .claude/skills/, .agents/skills/
Install the "game-design" agent skill from https://github.com/ericrisco/rsc-harness/tree/main/skills/game-design into .opencode/skills/game-design/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "game-design", then confirm the skill loads.OpenCode copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
game-designA skill your agent uses when designing or repairing what makes a game fun — verbs and mechanics, moment-to-moment/session/meta loops, progression, economy faucets and sinks, difficulty curves…
Game Design is an agent skill from ericrisco/rsc-harness. Use when designing or repairing what makes a game fun — verbs and mechanics, moment-to-moment/session/meta loops, progression, economy faucets and sinks, difficulty curves, dominant strategies, juice, prototyping and scope. NOT engine code (that is godot), NOT story (that is game-storytelling), NOT level layout (that is level-design).
Its SKILL.md is about 3.6k tokens, which your agent loads only when the skill is triggered. The skill folder holds 7 other files, including reference files (for example `evals/README.md`, `evals/cases.yaml` and `references/mechanics-and-loops.md`).
It sits in Game Development, covering Game design, Game development and Storytelling. It works with Godot. The repository describes itself as: Your agent invents things because it has no memory, and can't touch your database because it has no arms. rsc is the meta-harness that gives it both, plus the trade to know the… The licence is MIT.
Read from SKILL.md and the folder at commit e3d5b33. It shows what the files ask for, not the result of running them.
Pre-approves nothing: there is no allowed-tools line, so your agent's usual permission prompts apply.
From allowed-tools in the SKILL.md frontmatter.
No scripts in the folder and no shell commands in SKILL.md.
From the folder's file list and the shell code blocks in SKILL.md.
No URLs in SKILL.md.
From URLs in SKILL.md, links to its own repository left out.
Names no API keys, tokens, secrets or passwords.
From names ending in _API_KEY, _TOKEN, _SECRET, _KEY or _PASSWORD in SKILL.md.
Game Design loads about 3.6k tokens when it runs, and up to ~8k if it reads all its reference files. Until then it costs about 89 tokens; SKILL.md has 1,817 words of instructions outside code blocks.
Estimates: characters ÷ 4, the usual rule of thumb; real counts depend on the model's tokenizer. Scripts and assets cost tokens only if the agent reads them.
The automated check found no risky patterns in SKILL.md.
Automated static check — not a guarantee. Review scripts before installing. It scans the text of SKILL.md for risky patterns (piping downloads into a shell, reading credential files, hidden Unicode, destructive commands); files beside SKILL.md are not scanned.
The full file from ericrisco/rsc-harness at commit e3d5b33, republished under its MIT licence (© ericrisco). 1,817 words, ~3,632 tokens.
.claude/skills/game-design/SKILL.md (or your agent's skills folder). This skill also uses 5 other files; get the full folder from GitHub.Engine-agnostic game design: mechanics, loops, progression, economy, balance, feel, and the discipline of prototyping and scope. No engine APIs live here — when the design is settled, the implementation belongs to godot, unity, or unreal.
Two premises govern everything below. Fun is discovered, not designed — you cannot reason your way to a fun game on paper, you find it by building the smallest playable version and playing it, so every hour spent planning a mechanic you have not prototyped is an hour spent guessing. And a game is the set of verbs it gives the player plus the loops those verbs live in — art, story, and levels dress that skeleton; if the skeleton is not fun in greybox, nothing dresses it into fun.
Route elsewhere when the ask is not design:
| The ask | Route to | Why not here |
|---|---|---|
| Write the movement/AI/shader/save code | godot / unity / unreal | This skill decides what to build; the engine skill builds it. |
| Author the story, dialogue, characters, lore | game-storytelling | Narrative design is its own craft; this skill owns systems and verbs. |
| Lay out a level, encounter, or world map | level-design | Spatial/encounter design applies the mechanics this skill defines. |
| Netcode, prediction, lag compensation | gamedev-multiplayer | A technical domain, not core design intent. |
| Ship / store page / build pipeline | gamedev-shipping | Release logistics, not design. |
A game is loops nested inside loops. Each layer must reward on its own and feed motivation to the layer above it.
moment-to-moment (seconds) the primary verb: aim+fire, jump, place, click, parry
│ feeds
session loop (minutes) a run / match / mission: setup → tension → resolution
│ feeds
meta loop (sessions) mastery, unlocks, collection, rank — why you return tomorrowDepth vs breadth of loops, feedback-loop math, and worked loop teardowns: references/mechanics-and-loops.md.
Mechanics → Dynamics → Aesthetics. The designer authors Mechanics (rules, entities, numbers). At runtime those produce Dynamics (emergent behavior as players interact). Players only ever feel the Aesthetics (the emotional response). You design left-to-right; the player experiences right-to-left — so you must reason backward from the feeling you want to the rule that causes it.
The eight aesthetics with examples, emergence vs scripted content, and interaction-depth heuristics: references/mechanics-and-loops.md.
Progression controls the rate at which the game reveals its depth; economy is the currency plumbing underneath it.
Model the drift with the core identity — no engine needed, a spreadsheet does it:
net_income_rate = faucet_rate − sink_rate
time_to_afford = cost / net_income_rate # tune this against desired pacing
cost(n) = base × growth^n # escalating sink; growth ≈ 1.07–1.15net_income_rate rises over time, costs must rise at least as fast or currency becomes meaningless (hyperinflation, trivialized late game). Fixes: escalating/exponential sinks, consumable sinks, caps, prestige resets.Currency taxonomies, inflation math, prestige/reset design, and a balancing-spreadsheet layout: references/progression-and-economy.md.
Flow-channel tuning, dominant-strategy detection, symmetry vs asymmetry, and difficulty-option patterns: references/progression-and-economy.md.
Game feel is the tactile sensation of control — the moment-to-moment made physical. It is a design concern here; the engine skills implement the effects.
godot / unity / unreal.Playtest protocols, metrics/retention definitions, the prototyping ladder, and concrete scope-cutting tactics: references/playtesting-and-scope.md.
| Anti-pattern | Why it bites | Do instead |
|---|---|---|
| Designing on paper for months before building | Fun is only found by playing | Prototype the riskiest assumption first |
| "Make it more fun" as a task | Unactionable | Name the target MDA aesthetic and the mechanic behind it |
| Adding features instead of deepening verbs | Wide-and-shallow, no mastery | Deepen verb interaction before adding verbs |
| Currency with no sink | Meaningless clutter, inflation | Give every currency a distinct sink or cut it |
| Faucets outpacing sinks | Hyperinflation, trivial late game | Escalating/consumable sinks, caps, prestige |
| Unchecked positive feedback loop | Leader snowballs, match ends early | Add negative feedback / catch-up, tuned gently |
| One dominant strategy left standing | Choice dies, meta collapses | Nerf outlier / buff counters toward intransitive balance |
| Tuning five knobs at once | Can't attribute cause | Change one high-leverage variable at a time |
| Hard-coded balance constants | No iteration, no A/B, needs rebuild | Externalize tunables into data |
| Guiding testers during playtests | Contaminates the first-time signal | Watch silently; weight behavior over opinion |
| Scope creep / feature list as ambition | #1 indie killer | Cut features not quality; ship a vertical slice |
| 100-page design bible | Nobody reads it; goes stale | Living one-pager + pillars |
If the workspace has a 02-DOCS/ harness, record the design in 02-DOCS/wiki/design/ — a game-design.md one-pager (hook, core loop, verbs, pillars, MVP scope, what's out) plus an economy.md if there is a currency system. Write each as an OKF v0.1 wiki article per the harness wiki-article-template.md: YAML frontmatter with a non-empty type: (use type: design), a timestamp in ISO 8601, and standard markdown links — never wikilinks. Index it in 02-DOCS/wiki/index.md. This is recorded, not gated — skip silently if there is no harness.
godot/unity/unreal; narrative to game-storytelling; layout to level-design.© ericrisco, MIT. Rendered from Markdown: HTML in the file is shown as text, images as links, and headings moved down two levels. Raw file
SKILL.md and 5 other files (references) in skills/game-design of ericrisco/rsc-harness.
Open the folder on GitHubat commit e3d5b33
Game Design next to the 5 skills that share the most tags, products or categories with it. Stars are the repository's; “used in” counts other GitHub owners with a copy.
| Skill | Stars | Used in | Tokens | Auto-check | Licence | Repo updated |
|---|---|---|---|---|---|---|
| Game Design this skillericrisco/rsc-harness | 174 | — | ~3.6k | Automated safety check: Pass | MIT | |
| Godot Gdscript Patterns925236118/AlphaAgent | 103 | 10 repos | ~5k | Automated safety check: Pass | MIT | |
| Godot 3D World Buildingthedivergentai/GD-Agentic-Skills | 816 | — | ~3.3k | Automated safety check: Pass | LGPL-3.0 | |
| Godot Ability Systemjame581/GodotPrompter | 799 | — | ~3k | Automated safety check: Pass | MIT | |
| Godot Adapt 3D To 2Dthedivergentai/GD-Agentic-Skills | 816 | — | ~4.5k | Automated safety check: Pass | LGPL-3.0 | |
| Godot Compositionthedivergentai/GD-Agentic-Skills | 816 | — | ~3.7k | Automated safety check: Pass | LGPL-3.0 |
925236118/AlphaAgent
Master Godot 4 GDScript patterns including signals, scenes, state machines, and optimization.
thedivergentai/GD-Agentic-Skills
Expert patterns for 3D level design using GridMap with MeshLibrary, CSG constructive solid geometry, occlusion, and runtime GridMap builders.
jame581/GodotPrompter
Builds a data-driven ability system in Godot 4 from Resources and a component node, with cooldowns, buffs, stat modifiers, gameplay tags and HUD binding.
thedivergentai/GD-Agentic-Skills
Expert patterns for simplifying 3D games to 2D including dimension reduction strategies, 2.5D fake-depth, isometric ports, camera flattening, physics conversion, 3D-to-sprite art pipeline, and…
thedivergentai/GD-Agentic-Skills
Expert architectural standards for building scalable Godot GAMES (RPGs, Platformers, Shooters) using the Composition pattern (Entity-Component).
jame581/GodotPrompter
Shows how to build cameras in Godot 4.3 and later: smooth follow, trauma-based screen shake, camera zones and transitions, with GDScript and C# examples for 2D and 3D.
ericrisco/rsc-harness
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ericrisco/rsc-harness
A skill your agent uses when making a web UI conform to WCAG 2.2 Level AA — axe-core or Lighthouse a11y violations, keyboard operability, focus management, ARIA roles/names/live regions, contrast…
ericrisco/rsc-harness
A skill your agent uses when running or fixing paid acquisition on Google or Meta — campaign structure (Performance Max, Demand Gen, Search, Advantage+), platform-fit creative, budget/scaling rules…
ericrisco/rsc-harness
A skill your agent uses when measuring whether an LLM or agent system actually got better and gating merges on it: golden sets, fixing an inflated LLM-as-judge, scoring RAG (faithfulness, contextual…
ericrisco/rsc-harness
A skill your agent uses when a creative goal must become a finished media file: pick and order generative-media models per modality — AI voiceover, image-to-video clips, score — then glue them with…
ericrisco/rsc-harness
A skill your agent uses when instrumenting product or web analytics — GA4/PostHog SDK wiring, event taxonomy, funnels, double-counted events, consent gating, PII scrubbing.
Works with
Categories
A skill your agent uses when designing or repairing what makes a game fun — verbs and mechanics, moment-to-moment/session/meta loops, progression, economy faucets and sinks, difficulty curves…. Game Design is an agent skill from ericrisco/rsc-harness. Use when designing or repairing what makes a game fun — verbs and mechanics, moment-to-moment/session/meta loops, progression, economy faucets and sinks, difficulty curves, dominant strategies, juice, prototyping and scope.
Game Design fits situations like: repairing what makes a game fun — verbs and mechanics; moment-to-moment/session/meta loops; economy faucets and sinks; difficulty curves.
Run `npx skills add ericrisco/rsc-harness --skill game-design -a claude-code`. Or copy the skill folder (skills/game-design in ericrisco/rsc-harness) into .claude/skills/game-design in your project. Claude Code loads it when a task matches its description.
Run `npx skills add ericrisco/rsc-harness --skill game-design -a codex`. Or copy the skill folder (skills/game-design in ericrisco/rsc-harness) into .agents/skills/game-design in your project. Codex loads it when a task matches its description.
Cursor, Gemini CLI, GitHub Copilot and OpenCode also load SKILL.md folders. With the skills CLI, run `npx skills add ericrisco/rsc-harness --skill game-design -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/game-design, .gemini/skills/game-design, .github/skills/game-design and .opencode/skills/game-design in your project.
SKILL.md names no scripts, command-line tools or credentials: Game Design is instructions for the agent only.
SKILL.md contains no URLs. Any network use would come from the scripts or tools the agent runs. This is read from the text; nothing was executed.
Our automated static check of SKILL.md found no risky patterns, such as piping downloads into a shell, reading credential files or hidden Unicode. It is not a guarantee. Review the folder before installing.
Game Design is published under the MIT licence (the repository's licence). It allows redistribution, so the full SKILL.md is shown on this page.
About 3.6k tokens (SKILL.md is roughly 15k characters). Agents keep only the skill's name and description in context until a task matches; then they load SKILL.md in full. Its references folder adds about 4.3k tokens, read only when the agent opens those files.
Skills that share tags, products or a category with Game Design: Godot Gdscript Patterns (925236118/AlphaAgent, 103 stars), Godot 3D World Building (thedivergentai/GD-Agentic-Skills, 816 stars), Godot Ability System (jame581/GodotPrompter, 799 stars) and Godot Adapt 3D To 2D (thedivergentai/GD-Agentic-Skills, 816 stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.
ericrisco (a GitHub user) maintains it in ericrisco/rsc-harness, which has 174 GitHub stars. The repository holds 233 skills in this directory. The repository was last updated on October 7, 2026.
Source: ericrisco/rsc-harness on GitHub. Facts on this page come from the repository at the commit we read; the author's words are quoted as theirs.