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Browse 135 Game Development — Agentic Skills

Godot 4, Unity 6, Unreal Engine 5, Three.js WebGL, Bevy, Roblox Luau 135 free and paid blueprints with pre-filled examples.

Game Development blueprints

SKILLFree

Agent Skill to Game-Dev Skill: Unreal Blueprints (UNREAL)

Build Unreal Engine 5 gameplay with Blueprint visual scripting: Blueprint Classes, the Event Graph and Construction Script, variables/functions/macros, and Blueprint communication (Cast, Interfaces, Event Dispatchers). Use when working in Blueprints, wiring an event graph, deciding how Blueprints talk to each other, or when the user mentions Blueprint, BP, event graph, construction script, or a Blueprint .uasset.

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SKILLFree

Agent Skill to Game-Dev Skill: Roblox Ui (OTHER-ENGINES)

Build production Roblox interfaces with ScreenGui/PlayerGui lifecycle, responsive UDim2 layouts, safe insets, reusable editable Instances, cross-device input and selection, restrained motion, cleanup, and multi-viewport verification. Use for Roblox HUDs, inventories, shops, settings, ability bars, ScrollingFrames, AutomaticSize, GuiService, gamepad focus, touch UI, or UI that clips, resets on respawn, looks generic, or was generated as one giant LocalScript.

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SKILLFree

Agent Skill to Game-Dev Skill: Roblox Physics (OTHER-ENGINES)

Implement Roblox physical simulation and queries with assemblies, anchoring, constraints, collision groups, CanCollide/CanTouch/CanQuery, raycasts and overlap queries, mass, impulses, forces, velocity, moving assemblies, cleanup, and network ownership. Use for Roblox collisions, hit detection, RaycastParams, PhysicsService, projectiles, vehicles, knockback, constraints, deprecated BodyMovers, unstable motion, or client-owned physics exploits.

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SKILLFree

Agent Skill to Game-Dev Skill: Defold Core (OTHER-ENGINES)

Build and debug the core of a Defold game in Lua: game.project settings, collections, game objects and components, script lifecycle and self state, go.property, input focus and bindings, URLs and message passing, factories, collection factories and collection proxies, plus building and smoke-running with Bob. Use when a project has game.project or .collection, .go, .script, .gui_script or .input_binding files, or the request mentions Defold, msg.post, on_message, on_input, acquire_inpu

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SKILLFree

Agent Skill to Game-Dev Skill: Roblox Networking (OTHER-ENGINES)

Design and harden Roblox client/server networking with RemoteEvent, RemoteFunction, and UnreliableRemoteEvent; server authority, argument and Instance validation, rate limits, proximity/ownership checks, targeted replication, streaming, lifecycle, prediction, and reconciliation. Use for Roblox remotes, exploits, request spam, multiplayer replication, network ownership, high-frequency cosmetic updates, or server/client desynchronization.

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SKILLFree

Agent Skill to Game-Dev Skill: Pygame Core (OTHER-ENGINES)

Structure a pygame (pygame-ce) game in Python: the init/event/update/draw loop, delta-time movement, Surface/Rect blitting, keyboard/mouse input, and Sprite/Group management with collision. Use when building or debugging a pygame game — when the user mentions pygame, pygame-ce, the game loop, blit, Surface, Rect, sprite groups, or clock.tick. Targets pygame-ce.

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SKILLFree

Agent Skill to Game-Dev Skill: Roblox Characters (OTHER-ENGINES)

Build respawn-safe Roblox character systems around Players, CharacterAdded/CharacterRemoving, Humanoid, HumanoidRootPart, Animator, R6/R15 rigs, movement, animations and markers, death, tools, accessories, ownership, and custom characters. Use when character scripts break after respawn, cache stale Humanoids, control movement or velocity, load AnimationTracks, handle death, equip Tools, modify avatars, or support custom player rigs.

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SKILLFree

Agent Skill to Game-Dev Skill: Roblox Luau (OTHER-ENGINES)

Script a Roblox experience in Luau: get services, create and parent Instances, connect events, run server Scripts vs client LocalScripts, and communicate across the client/server boundary with RemoteEvents/RemoteFunctions (server-authoritative). Use when building or debugging Roblox Studio scripts — when the user mentions Roblox, Luau, services, RemoteEvent, Instance.new, PlayerAdded, or client vs server. For saving player data use roblox-datastores.

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SKILLFree

Agent Skill to Game-Dev Skill: Pixijs Rendering (WEB-ENGINES)

Build a PixiJS v8 render layer: create the async Application, load textures with Assets, compose the scene graph with Container and Sprite, drive the ticker loop, wire pointer events, and group draws with render groups. Use when building or debugging PixiJS v8 — when the user mentions PixiJS, Pixi, Application, app.stage, Container, Sprite, Assets.load, app.ticker, or eventMode. Pins the v8 async init() API (examples checked against 8.22).

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SKILLFree

Agent Skill to Game-Dev Skill: Phaser Arcade Physics (WEB-ENGINES)

Use Phaser 4 Arcade Physics: enable the world, give sprites bodies, set velocity/acceleration/gravity, and resolve collisions with colliders, overlaps, groups, and world bounds. Use when a Phaser game needs movement or collisions — when the user mentions Arcade Physics, this.physics, setVelocity, collider, overlap, gravity, onFloor, or a platformer/top-down controller. For game config, scenes, and the loader use phaser-core.

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Agent Skill to Game-Dev Skill: Unity Animation (UNITY)
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Agent Skill to Game-Dev Skill: Unity Animation (UNITY)

Drive Unity 6.3 LTS character animation with Animator Controllers: states, transitions, parameters, blend trees, animation layers, and humanoid Avatar IK. Use when wiring an Animator, setting parameters from script (SetFloat/SetBool/SetTrigger), building blend trees, or when the user mentions Animator, Mecanim, state machine, blend tree, or .controller.

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Agent Skill to Game-Dev Skill: Unity Navmesh (UNITY)
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Agent Skill to Game-Dev Skill: Unity Navmesh (UNITY)

Add AI navigation in Unity 6.3 LTS: bake a NavMesh with the AI Navigation package (NavMeshSurface), move agents with NavMeshAgent.SetDestination, and handle dynamic obstacles. Use when setting up pathfinding, making an enemy chase the player, baking navigation, or when the user mentions NavMesh, NavMeshAgent, NavMeshSurface, NavMeshObstacle, or Unity pathfinding.

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Agent Skill to Game-Dev Skill: Unity Physics (UNITY)
SKILLFree

Agent Skill to Game-Dev Skill: Unity Physics (UNITY)

Set up 3D physics in Unity 6.3 LTS: Rigidbody movement and forces, colliders, triggers vs collisions, layer-based collision, raycasts, and joints. Use when adding a Rigidbody, handling OnCollisionEnter/OnTriggerEnter, tuning collision layers, casting rays, or when the user mentions Unity physics, AddForce, isKinematic, or linearVelocity.

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SKILLFree

Agent Skill to Game-Dev Skill: Rpg (GENRES)

Build an RPG: stats and leveling, inventory and equipment, quests, branching dialogue, save/load, and combat. Use for an RPG/JRPG, or designing stat, inventory, quest, or combat systems.

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SKILLFree

Agent Skill to Game-Dev Skill: Puzzle (GENRES)

Build a puzzle game: grid/board state, move input, rule-based resolution (match-3 cascades, sokoban pushes, tile logic), scoring, and undo. Use for a match-3, sokoban, or grid-logic puzzle.

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SKILLFree

Agent Skill to Game-Dev Skill: Platformer (GENRES)

Build a 2D platformer: run/jump control with coyote time, jump buffering, and variable jump height, wall slide and wall jump, plus tiled levels and hazards. Use for a platformer or Mario/Celeste-like, or tuning jump feel.

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SKILLFree

Agent Skill to Unreal Engine 5 Skill: Unreal Skill

Use this skill when creating, editing, or reviewing an Unreal Engine Agent Skill, a named bundle of instructions registered with the unreal-mcp server (distinct from Claude Code's harness skills under `.claude/skills/`). Trigger when the user wants to add or change a skill that the in-editor agent will load. Concrete triggers: 'create a new Agent Skill', 'add a skill for X workflow', 'edit/update this skill', 'review my skill', 'make a Python skill class', 'create a skill UAsset', 'reg

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SKILLFree

Agent Skill to Unreal Engine 5 Skill: Unreal Mcp

Use this skill to perform actions inside an Unreal Engine project via a live-editor MCP connection. Trigger when the user wants to change, query, or run something in their Unreal Engine project, not for conceptual or docs questions. Concrete triggers: spawn/move/duplicate/transform actors in a level, open a `.uproject`, add things around a PlayerStart, create or edit a Blueprint/Widget/Material/Niagara/Control Rig/Sequencer/Behavior Tree/GAS ability, read or write properties on actors

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SKILLFree

Agent Skill to Game-Dev Skill: Roguelike (GENRES)

Build a roguelike: turn-based grid movement, procedural dungeons, permadeath, field-of-view, and loot tables. Use for a roguelike/roguelite or turn-based grid dungeon crawler with procedural levels.

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Agent Skill to Three.js & WebGL Skill: Build Hybrid Game Assets
SKILLFree

Agent Skill to Three.js & WebGL Skill: Build Hybrid Game Assets

Plan, create, integrate, or audit a hybrid asset pipeline for a Three.js or web game. Use when choosing among imported meshes, procedural 3D geometry, AI-generated reference art, 2D UI media, sprites, VFX, and performance-ready runtime asset delivery.

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Agent Skill to Three.js & WebGL Skill: Build Game Monster System
SKILLFree

Agent Skill to Three.js & WebGL Skill: Build Game Monster System

Build, integrate, audit, or refactor rigged monsters for Three.js and web action games. Use for monster asset contracts, procedural or imported creature rigs, semantic joints and sockets, hurtboxes and attack volumes, combat animation states, enemy-runtime adapters, LODs, deterministic review fixtures, and validating that every monster follows one shared system.

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Agent Skill to Three.js & WebGL Skill: Design Game Encounters
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Agent Skill to Three.js & WebGL Skill: Design Game Encounters

Design, implement, tune, or test Three.js action-game encounters. Use for arena layout, enemy composition, spawn pacing, objectives, boss phases, reward cadence, encounter fixtures, and difficulty validation.

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Agent Skill to Three.js & WebGL Skill: Build Vesperfall Review Assets
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Agent Skill to Three.js & WebGL Skill: Build Vesperfall Review Assets

Build truthful Vesperfall asset-library review pairs from transparent PNG references and live Three.js, FBX, or img2threejs models. Use when adding a character, enemy, prop, or equipment asset to the Vesperfall catalog; creating a card-PNG plus inspector-model treatment; exposing an isolated model or moveset route; or standardizing provenance, grounding, tests, and Codex-browser validation for game art review.

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Agent Skill to Three.js & WebGL Skill: Build Game Changelog
SKILLFree

Agent Skill to Three.js & WebGL Skill: Build Game Changelog

Design, implement, backfill, audit, and release in-game changelogs with contiguous versioning, deployment provenance, menu-state navigation, accessible toggle, close, and Escape behavior, and responsive release-ledger UI. Use when Codex needs to add or revise a changelog or version screen in a game, reconstruct release history from deployments and Git, define version-bump rules, keep displayed versions synchronized with live builds, or test changelog mechanics across desktop and mobile

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