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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: Survival Crafting (GENRES)

Build a survival-crafting game: resource gathering, inventory, crafting and a tech tree, needs (hunger/thirst/temperature), and base building. Use for a survival or crafting/base-building game.

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SKILLFree

Agent Skill to Game Architecture Skill: Game Audio

Game audio principles. Sound design, music integration, adaptive audio systems.

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

Agent Skill to Three.js & WebGL Skill: Build Game Camera Controls

Implement or tune Three.js game cameras. Use for isometric framing, follow behavior, orbit/zoom limits, occlusion, lock-on, camera shake, touch camera controls, and camera regression tests.

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Agent Skill to Godot 4 Automation & Playtesting Skill
SKILLFree

Agent Skill to Godot 4 Automation & Playtesting Skill

Develop, test, build, and deploy Godot 4.x games. Includes GdUnit4 for GDScript unit tests and PlayGodot for game automation and E2E testing. Supports web/desktop exports, CI/CD pipelines, and deployment to Vercel/GitHub Pages/itch.io.

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Agent Skill to Three.js & WebGL Skill: Build Threejs Enemy Systems
SKILLFree

Agent Skill to Three.js & WebGL Skill: Build Threejs Enemy Systems

Build or refactor reusable, data-driven enemy archetype and moveset systems for Three.js action games. Use for enemy content schemas, model and rig conventions, combat move timing and contact contracts, runtime state boundaries, placeholder fallbacks, deterministic fixtures, or production playthrough validation.

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SKILLFree

Agent Skill to Game-Dev Skill: Godot Ui Control (GODOT)

Build Godot 4.7 user interfaces with Control nodes: anchors and offsets for responsive layout, Container nodes (VBox/HBox/Grid/Margin) for automatic arrangement, Theme resources for consistent styling, and keyboard/gamepad focus navigation. Use when laying out a HUD, menu, or UI in a Godot project, working with Control/Container nodes, anchors, themes, or focus in a .tscn.

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Agent Skill to Three.js & WebGL Skill: Build Isometric Arpg
SKILLFree

Agent Skill to Three.js & WebGL Skill: Build Isometric Arpg

Build or extend a playable isometric action RPG in Three.js, React, or similar web technology. Use for game-loop architecture, camera and movement, zones, combat integration, content data, progression, saves, or production-ready vertical slices.

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SKILLFree

Agent Skill to Game-Dev Skill: Game Ai (DISCIPLINES)

Design NPC and enemy decision-making with finite state machines, behavior trees, steering behaviors, and A* pathfinding — engine-neutral algorithms that pair with the detected engine's navigation API. Use when building enemy AI, an FSM or behavior tree, steering/flocking, or pathfinding, or when the user mentions state machine, behavior tree, blackboard, A*, navmesh, seek, or patrol/chase.

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SKILLFree

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

Modify living Roblox Studio projects safely: inspect Explorer and execution locations, preserve existing structure, reuse modules/remotes, create meaningful Instances, apply Attributes and CollectionService tags, test server/client and multiple devices, inspect Output, and remove experiments/debug objects. Use when an agent edits a place or rbxl/rbxlx/Rojo project, operates in Studio, adds Scripts/LocalScripts/ModuleScripts, or must verify a Roblox change in context.

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SKILLFree

Agent Skill to Game-Dev Skill: Physics Tuning (DISCIPLINES)

Tune game physics for stable, good-feeling motion — fixed vs variable timestep, render interpolation, mass/gravity/drag, continuous collision detection (CCD) to stop tunneling, fixing jitter, and collision layers/masks. Engine-neutral. Use when the user mentions physics feel, jitter, tunneling, fixed timestep, FixedUpdate, CCD, bouncing/unstable physics, or collision layers.

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SKILLFree

Agent Skill to Game-Dev Skill: Dialogue Systems (DISCIPLINES)

Build branching dialogue and narrative — a node/choice graph with conditions, variables, and localization hooks — and choose between authoring tools Ink and Yarn Spinner or a custom data-driven runner. Engine-neutral. Use when the user mentions dialogue system, branching dialogue, conversation tree, choices, Ink (.ink), Yarn Spinner (.yarn), or NPC dialogue.

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SKILLFree

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

Persist player data in Roblox with DataStoreService: GetDataStore, GetAsync/ SetAsync/UpdateAsync/IncrementAsync wrapped in pcall, load-on-join and save-on-leave plus BindToClose, retries, and OrderedDataStore leaderboards. Use when saving or loading persistent data in a Roblox experience — when the user mentions DataStore, DataStoreService, GetAsync, SetAsync, UpdateAsync, save player data, or leaderboards. For general Luau scripting use roblox-luau.

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SKILLFree

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

Design, balance, and implement the economy of a Roblox simulator, tycoon, clicker, or idle game in Luau: upgrade cost curves, buy max, income per second, rebirth/prestige requirements and multipliers, offline earnings, big-number display (1.5K, 3.4M, 2.0Qa), server-authoritative purchases, repairing tampered or old save data, and odds disclosure for paid random items such as eggs, crates, and spins. Includes a Lune pacing calculator. Use when choosing or checking baseCost/costGrowth/re

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Agent Skill to Three.js & WebGL Skill: Tune Enemy Ai
SKILLFree

Agent Skill to Three.js & WebGL Skill: Tune Enemy Ai

Build, debug, balance, or test combat enemy AI for playable action games. Use for aggro, target selection, navigation, spacing, attack choices, telegraphs, retreats, boss behavior, behavior-state machines, and deterministic AI regression tests.

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SKILLFree

Agent Skill to Game-Dev Skill: Godot Physics (GODOT)

Use Godot 4.7 physics bodies and detection in 2D and 3D: RigidBody, StaticBody, Area, and CharacterBody; collision layers vs masks; contact/overlap signals; and raycasts (RayCast nodes and direct space-state queries). Use when configuring collision layers/masks, detecting overlaps with Area2D/Area3D, applying forces to a RigidBody, or casting rays in a Godot project (.tscn with physics bodies), including 3D projects running Jolt Physics, the default 3D engine for projects created in 4.

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