Topic · Game Development
Best game development skills, page 2
Game development skills, ranked
Ranked by score. Sort bymost stars,trending,newest,recently updated
| # | Skill | Repository | Stars | Used in | Tokens | Auto-check | Licence | Updated |
|---|---|---|---|---|---|---|---|---|
| 49 | Run a Godot/GDExtension finish pass over the current diff: enforce headless GDScript validation, public API docclasses coverage, docs/spec/sample/test synchronization, and registration or CMake… | microsoft/ | 237 | — | ~983 | Automated safety check: Pass | MIT | today |
| 50 | Run VibeGame's standard end-to-end game development workflow with reviewer gates. | tettethu/ | 265 | — | ~2.3k | Automated safety check: Pass | Apache-2.0 | 6 days ago |
| 51 | Unreal Engine C++ guidance for AActor and UActorComponent: lifecycle hooks, spawning, component creation and attachment, ticking, interfaces and composition. | quodsoler/ | 359 | — | ~7.5k | Automated safety check: Pass | MIT | 9 days ago |
| 52 | 52.Icons How to add icons to the vglist frontend using Lucide via @lucide/vue. | connorshea/ | 160 | — | ~321 | Automated safety check: Pass | MIT | yesterday |
| 53 | Interact with the running Unreal Engine editor via TCP bridge. | Italink/ | 127 | — | ~1.7k | Automated safety check: Pass | MIT | 1 mo ago |
| 54 | 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. | jame581/ | 792 | — | ~3k | Automated safety check: Pass | MIT | yesterday |
| 55 | Rebuild an explicitly scoped subsystem around its target architecture without maintaining legacy API compatibility. | The-Lyricis/ | 104 | — | ~496 | Automated safety check: Pass | MIT | 23 days ago |
| 56 | Provides instructions to initialize the Godot AdMob SDK and configure user consent (UMP Flow) in GDScript and C. | poingstudios/ | 631 | — | ~1k | Automated safety check: Pass | MIT | 6 days ago |
| 57 | Split a C file into Unity 6.5+ and pre-Unity 6.5 variants. An agent skill from IvanMurzak/Unity-MCP. | IvanMurzak/ | 4.4k | — | ~1.1k | Automated safety check: Pass | Apache-2.0 | 3 days ago |
| 58 | Maps the tools of the Flopperam Unreal Engine MCP server and how to choose among them when working with a live Unreal Editor. | flopperam/ | 1.1k | — | ~1.7k | Automated safety check: Pass | No licence | 3 mo ago |
| 59 | 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/ | 803 | — | ~4.5k | Automated safety check: Pass | LGPL-3.0 | 28 days ago |
| 60 | Write a new DreamShader source from a plain-language description — a material, material function, layer, material instance or Custom Pass pipeline — then check and compile it headlessly to prove it… | TypeDreamMoon/ | 106 | — | ~1.9k | Automated safety check: Pass | MIT | yesterday |
| 61 | 61.Gecs gecs ECS framework API reference — the Entity-Component-System addon for Godot 4.x used by this project. | RandallLiuXin/ | 549 | — | ~2.7k | Automated safety check: Pass | Unknown | 20 days ago |
| 62 | A skill your agent uses when animating characters or scenes in Godot 4.7: AnimationPlayer clips and RESET, AnimationTree state machines and blend spaces built in code, Mixamo or glTF import, loop… | scenario-labs/ | 898 | — | ~4.7k | Automated safety check: Pass | MIT | yesterday |
| 63 | Imports files into Unreal Engine, exports textures, reads the Content Browser selection and checks open assets via VibeUE, plus mesh reimport material fixes. | kevinpbuckley/ | 717 | — | ~6.5k | Automated safety check: Pass | MIT | 5 days ago |
| 64 | 64.Img2mo Std Standardize a 2D animation baseline image with /img2mo-std xxx.png/pos. | WU-HAOTIAN34/ | 216 | — | ~844 | Automated safety check: Pass | MIT | 3 mo ago |
| 65 | First-pass evaluation of a GitHub issue against this repository's code: classify it, find the relevant code, reason about likely causes or fit, flag version differences and missing information, and… | microsoft/ | 237 | — | ~2.5k | Automated safety check: Pass | MIT | today |
| 66 | 66.Gdtoolkit Lint and format GDScript files using gdtoolkit (gdlint + gdformat). | RandallLiuXin/ | 549 | 1 repo | ~2.2k | Automated safety check: Pass | Unknown | 20 days ago |
| 67 | Covers Godot 4.3+ editor plugins: plugin folders, @tool scripts, the EditorPlugin lifecycle, custom inspectors, dock panels and gizmos, in GDScript and C#. | jame581/ | 792 | — | ~3.3k | Automated safety check: Pass | MIT | yesterday |
| 68 | Provides instructions to implement, load, show, and destroy interstitial ads (full-screen image/text ads) in GDScript and C. | poingstudios/ | 631 | — | ~1.1k | Automated safety check: Pass | MIT | 6 days ago |
| 69 | Godot 4.x .tscn 场景文件纯文本格式规范与 AI 操作指南 — 文件结构、资源引用、 Transform 变换、属性值格式、信号连接,以及 AI 直接读写 .tscn 文件的操作方法。 | 925236118/ | 103 | 1 repo | ~2.5k | Automated safety check: Pass | MIT | 7 days ago |
| 70 | 70.Rig It Rig and animate game characters that actually hold up in-engine. | TheOrcDev/ | 106 | — | ~1.6k | Automated safety check: Pass | No licence | 9 days ago |
| 71 | Agentic eyes for Godot work: cross-platform screenshot CLI (asset/region/window/screen) to budgeted WebP, TEMP editor viewport bridge under .gdskills/, and Taste Receptor Atlas v2 (~237… | thedivergentai/ | 803 | — | ~3.5k | Automated safety check: Pass | LGPL-3.0 | 28 days ago |
| 72 | Export an existing Unreal material, material function, layer, layer blend, material instance or Custom Pass pipeline back into DreamShaderLang source headlessly, so a hand-built material graph or… | TypeDreamMoon/ | 106 | — | ~2.9k | Automated safety check: Pass | MIT | yesterday |
| 73 | Generate a new Godot game project with standardized ECS structure and tooling. | RandallLiuXin/ | 549 | — | ~2.1k | Automated safety check: Pass | Unknown | 20 days ago |
| 74 | A skill your agent uses when adding or fixing sound in Godot 4.7: audio buses and effects, volume sliders, 'too many sounds', combat audio with hundreds of enemies, sounds clipping or distorting, 3D… | scenario-labs/ | 898 | — | ~4.7k | Automated safety check: Pass | MIT | yesterday |
| 75 | Build 2D games with Phaser 3 framework. An agent skill from chongdashu/vibejam-starter-pack. | chongdashu/ | 149 | — | ~1.2k | Automated safety check: Pass | No licence | 5 mo ago |
| 76 | Turn GitHub PR feedback into a disciplined remediation loop: gather review threads, comments, and check runs; classify actionable items; fix the concrete must-fix issues; run the right local… | microsoft/ | 237 | — | ~716 | Automated safety check: Pass | MIT | today |
| 77 | Reference for writing and debugging Unreal Engine 5.8 animation C++: AnimInstance and proxy, montages, notifies, curves, blend spaces, state machines, linked layers and root motion. | quodsoler/ | 359 | — | ~7k | Automated safety check: Pass | MIT | 9 days ago |
| 78 | 视觉小说引擎 Konado DSL (.ks) 的编辑器增强技能包,提供语法高亮、代码补全、静态诊断和代码格式化参考配置。 | godothub/ | 125 | — | ~247 | Automated safety check: Pass | MIT | 26 days ago |
| 79 | Run gdUnit4 unit tests and parse results into structured output. | RandallLiuXin/ | 549 | 1 repo | ~3.3k | Automated safety check: Pass | Unknown | 20 days ago |
| 80 | Architect game input — action mapping (abstracting keys into named actions), rebinding with conflict detection and persistence, multi-device support (keyboard, gamepad, touch), analog deadzones, and… | ukanwat/ | 387 | 1 repo | ~2k | Automated safety check: Pass | Apache-2.0 | yesterday |
| 81 | Covers pathfinding and enemy movement in Godot 4.3 and later: navigation regions, NavigationAgent nodes, steering, behavior trees and patrol routes. | jame581/ | 792 | — | ~3.5k | Automated safety check: Pass | MIT | yesterday |
| 82 | Master Unity ECS (Entity Component System) with DOTS, Jobs, and Burst for high-performance game development. | wshobson/ | 40k | 8 repos | ~517 | Automated safety check: Pass | MIT | 2 days ago |
| 83 | Provides instructions to implement, load, show, and destroy Native Overlay ads (customized/native-looking Control node template overlays) in GDScript and C. | poingstudios/ | 631 | — | ~1k | Automated safety check: Pass | MIT | 6 days ago |
| 84 | 84.Setup Engine 配置项目的游戏引擎和版本。将引擎锁定到 CLAUDE.md 中,检测知识缺口,当版本超出 LLM 训练数据时通过 WebSearch 填充引擎参考文档。 | pixel-cellar/ | 342 | — | ~1.5k | Automated safety check: Pass | MIT | 6 mo ago |
| 85 | Manage actors in UE levels via UCP. An agent skill from Italink/UnrealClientProtocol. | Italink/ | 127 | — | ~3.4k | Automated safety check: Pass | MIT | 1 mo ago |
| 86 | Compares the content counts planned in game design documents with what is actually implemented, for one system or the whole project, and reports the gaps. | Donchitos/ | 26k | — | ~3.6k | Automated safety check: Pass | MIT | 8 days ago |
| 87 | Inspect or initialize a Godot project without imposing a game architecture. | valkor-ai/ | 1.2k | — | ~705 | Automated safety check: Pass | Apache-2.0 | yesterday |
| 88 | Expert patterns for AnimationTree including StateMachine transitions, BlendSpace2D for directional movement, BlendTree for layered animations, root motion, transition conditions, advance… | thedivergentai/ | 803 | — | ~3.6k | Automated safety check: Pass | LGPL-3.0 | 28 days ago |
| 89 | A skill your agent uses when a Godot 4 game goes online or co-op: host and join with ENet, WebSocket for a web build, RPCs (@rpc, rpcid, anypeer), MultiplayerSpawner and MultiplayerSynchronizer… | scenario-labs/ | 898 | — | ~5.1k | Automated safety check: Pass | MIT | yesterday |
| 90 | Creates and wires Unreal Engine Enhanced Input assets through VibeUE's InputService: Input Actions, Mapping Contexts, key bindings, triggers and modifiers. | kevinpbuckley/ | 717 | — | ~2.4k | Automated safety check: Pass | MIT | 5 days ago |
| 91 | Build 2D browser games with Phaser 4: WebGL-first rendering, scenes, filters, lighting, shaders, DynamicTexture and RenderTexture, tilemaps, SpriteGPULayer, TilemapGPULayer, and Phaser 3 to 4… | chongdashu/ | 149 | — | ~2.8k | Automated safety check: Pass | No licence | 5 mo ago |
| 92 | Picks and applies the right Unreal Engine C++ concurrency API, from UE::Tasks and FPipe to ParallelFor, FRunnable, locks and timers, with game-thread safety rules. | quodsoler/ | 359 | — | ~8k | Automated safety check: Pass | MIT | 9 days ago |
| 93 | Build a production behavior-tree runtime (Blackboard, action/condition leaves, sequence/selector/parallel composites, decorators) and a Utility AI system (response curves — linear, exponential… | gamedev-skills/ | 1.3k | — | ~2k | Automated safety check: Pass | Apache-2.0 | 10 days ago |
| 94 | Generate game assets using AI image generation APIs (DALL-E, Replicate, fal.ai) and prepare them for Godot. | jwynia/ | 165 | — | ~3.8k | Automated safety check: Pass | MIT | 7 mo ago |
| 95 | 95.Screenshot Capture gameplay screenshots using godot-e2e for visual verification. | RandallLiuXin/ | 549 | 1 repo | ~1.5k | Automated safety check: Pass | Unknown | 20 days ago |
| 96 | Apply Scott's Go engineering conventions when designing, editing, or reviewing Go code. | Argus-Labs/ | 117 | — | ~893 | Automated safety check: Notes | LGPL-3.0 | today |