Skills gamedev-skills awesome-gamedev-agent-skills Gamedev Agent Skills

router

Use it when:
You start any game-development request, or aren't sure which of the collection's skills applies.
It does:
Fingerprints the project to pick one of twelve engines, sorts the request into concepts, usually one genre at most, and process or shipping workflows, then reads only those skills.
You get:
A short announcement of what it loaded and why, then work ordered engine basics, concept, genre glue, workflow.
No engine yet:
A pure concept question needs none; it asks once only if the choice blocks the answer, and picks Godot for a new project with no preference.
Custom engine:
Kept, with the concepts mapped onto the project's own APIs from its code and docs.
Needs:
The whole repo installed beside it, including the engine, Steam and itch skills it routes to, which SkillHub doesn't list.

Skill 1 of 27 in the Gamedev Agent Skills bundle, before create-game-assets.

Only works inside its bundle: Picks and reads the bundle's other skills, plus the repo's engine skills, steam-publish and itch-publish, which SkillHub doesn't list; alone, it has nothing to load. Install Gamedev Agent Skills instead.

Routes to the repo's other skills, engine manuals included, so it needs the whole repo installed beside it.

TL;DR

The entry point of a game-development skill collection. It reads project files to pick one engine: a project.godot means Godot, a *.uproject Unreal, a go.mod requiring Ebitengine, a phaser dependency in package.json Phaser, and so on for twelve engines. Then it reads the engine version, so existing projects keep their pinned APIs. It classifies the request into three additive groups: cross-engine disciplines such as save-systems or camera-systems, usually at most one genre such as platformer or rpg, and workflows such as game-jam or steam-publish. Ownership is split: the engine skill owns API and syntax, the discipline owns the portable concept, and the genre owns the glue and links out. It reads only the chosen skills' bodies, and their reference files only on demand, and re-routes when the task pivots to a new engine or concern. When no skill covers a subtask, it loads the closest one for that engine and states the gap, never inventing a skill name. Its references hold the full fingerprints, every trigger word and the custom-engine mapping.

Summarizes the skill at 19d93f9.

npx skills add https://github.com/gamedev-skills/awesome-gamedev-agent-skills --skill router
Total Downloads
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First seen
Jun 27, 2026 on skills.sh
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Category

Find, write, vet and route to other skills.

Make games: design, genres, game feel and game-jam workflows, whatever the engine.

Everything for building software: planning, coding, debugging, design, frameworks, cloud, agents and skills.

Type

An entry point that picks and loads other skills. Retired skills that only redirect count as routers.

Effect

Adds no side effects of its own. It shapes how the agent thinks, writes or reviews. Guidelines and routers are always effect:none, even when the task they support edits code.

Needs

Instructions only. Works in any agent that supports skills.

Publisher

Everyone else. Unverified vendor claims default to community.

Topics

SKILL.md

From gamedev-skills/awesome-gamedev-agent-skills at 19d93f9. Checked daily, last changed Nov 6, 2026.

Frontmatter
name: router
description: >
  Routes any game-development request to the right specialized skill(s): it detects the engine
  (Godot, Unity, Unreal, Ebitengine, Bevy, Phaser, PixiJS, three.js, Defold, 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, art direction, sprites, tiles, textures, 3D assets, 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.

Master Router — Game-Development Skill Dispatcher

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.

When to use

  • Use at the start of any game-development request — building or debugging a game, level, player, enemy, shader, UI, save system, multiplayer, input, audio, AI, dialogue, procedural content, or visual asset set — to decide which skill(s) to load.
  • Use when the user names an engine or genre, says "make a game", or asks "which skill should I 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).

Routing algorithm

  1. Detect engine and version — project fingerprint → at most one engine skill set (or "unknown"), then read the project's version source. §1.
  2. Classify task — phrasing → discipline(s) + at most one genre + workflow(s). §2.
  3. Resolve — the minimal set: engine skill(s) + discipline(s) + genre + workflow(s). §3.
  4. Read (disclosure) — open only the chosen SKILL.md bodies; references/ only on demand. §4.
  5. Compose — order: engine fundamentals → discipline concept → genre glue → workflow. §5.
  6. Fallback — preserve existing engines, including custom/proprietary ones; bind missing APIs from project evidence and state any gap. For a new project with no engine preference, see §6.

1. Engine detection (project fingerprint)

Scan for the highest-confidence signal; choose exactly one engine for the target project. An explicitly identified custom/proprietary engine is a valid result even without a catalog skill. Check the target's build and runtime entry point before treating a bundled library/tool as its engine.

# 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 Ebitengine go.mod requiring github.com/hajimehoshi/ebiten/v2 skills/ebitengine/
5 Bevy Cargo.toml with a bevy dependency skills/other-engines/bevy-ecs/
6 Phaser package.json dep phaser skills/web-engines/phaser-*
7 PixiJS package.json dep pixi.js skills/web-engines/pixijs-rendering/
8 three.js package.json dep three skills/web-engines/threejs-*
9 Defold game.project skills/other-engines/defold-core/
10 LÖVE conf.lua / main.lua calling love.* skills/other-engines/love2d-core/
11 pygame *.py with import pygame skills/other-engines/pygame-core/
12 Roblox *.rbxl(x) / *.project.json (Rojo) skills/other-engines/roblox-*

For secondary signals, the Godot-C#/Unity/Bevy, Defold/LÖVE/Lua and multi-web disambiguation rules, monorepos, and plain-text engine mentions, read references/engine-detection.md.

After identifying the engine, read its version from project metadata or dependency locks before choosing APIs. Existing projects keep their pinned version unless migration is requested; the catalog baseline is only for new projects. The exact version sources are in the detection reference; each engine skill states its new-project baseline, and the catalog-wide table is docs/VERSION-SUPPORT.md in the source repository (it is not installed with the router).

2. Task classification (phrasing → category)

After the engine, read the request for task signals (three additive categories):

  • disciplines (cross-engine concepts): create-game-assets, game-ai, ai-behavior-trees-utility-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 ("sprite sheet", "art direction", "texture", "pathfinding", "save slots", "fragment shader", "screen shake", "camera follow", "HUD/menu", "optimize/low FPS").
  • genres (whole-game templates): platformer, roguelike, rpg, fps-shooter, tower-defense, card-game, visual-novel, survival-crafting, puzzle. Triggered by genre words ("make a roguelike", "deckbuilder").
  • workflows (process/shipping): 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.

3. Routing table (task → category → skill)

3a. Engine skills — read the one matching the detected engine + sub-task
  • Godot (skills/godot/): language godot-gdscript / godot-csharp; structure godot-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; headless CLI tests godot-gdscript-headless-testing; ship godot-export.
  • Unity (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.
  • Unreal (skills/unreal/): visual scripting unreal-blueprints; C++ gameplay unreal-cpp-gameplay; input unreal-enhanced-input; AI unreal-behavior-trees; VFX unreal-niagara; ship unreal-packaging.
  • Ebitengine (skills/ebitengine/): ebitengine-game for Go 2D games and focused input, rendering, text, audio, state/testing and build work. Select only its relevant references; generating the starter is optional for an existing project.
  • Web (skills/web-engines/): phaser-core, phaser-arcade-physics; pixijs-rendering; threejs-scene-setup, threejs-gltf-loading, threejs-materials-lighting.
  • Other (skills/other-engines/): bevy-ecs, pygame-core, love2d-core; Defold defold-core (collections, game objects, scripts, input, messages, factories, proxies, Bob builds); Roblox foundation roblox-luau, persistence roblox-datastores, UI roblox-ui, remotes/security roblox-networking, character lifecycle roblox-characters, simulation/queries roblox-physics, in-Studio operation roblox-studio-workflow, and simulator/tycoon/idle economy balancing roblox-simulator-economy.
3b. Disciplines — load with the engine skill (concept ↔ engine API)
Concept (says:) Discipline skill Pairs with (engine API)
art direction, game assets, sprites, tilesets, textures, icons, 3D props create-game-assets engine importer/rendering skill; imagegen when available
enemy AI, behavior tree, pathfinding, steering game-ai unity-navmesh / unreal-behavior-trees / Godot nav
BT runtime, blackboard, decorator, selector/sequence, utility AI, response curve, consideration ai-behavior-trees-utility-ai game-ai (model choice) / unreal-behavior-trees (engine assets)
procedural, noise, seed, dungeon generator, WFC 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

For Roblox, compose cross-engine concepts with the focused engine skill: HUD/menu requests use roblox-ui + game-ui-ux (+ input-systems for gameplay bindings); remote exploit or replication requests use roblox-networking + roblox-luau; respawn/rig requests use roblox-characters; physical simulation/query requests use roblox-physics (+ physics-tuning for stability); simulator, tycoon, clicker or idle economy requests (upgrade costs, rebirths, offline earnings, big numbers, paid eggs/crates odds) use roblox-simulator-economy + roblox-networking (+ roblox-datastores for saving); direct place editing also uses roblox-studio-workflow.

For Ebitengine, bind engine-specific slots to ebitengine-game and its relevant reference (input, rendering, text/UI, audio, gameplay, tilemaps or state/testing). Add only the needed disciplines; do not load Godot or Unity APIs from a genre's example bindings. Native 3D and a ready-made network backend are not supplied by this 2D skill; state those gaps when relevant.

For Defold, bind engine-specific slots (movement, input, spawning, level loading, build) to defold-core and add only the needed disciplines, e.g. "add player movement to my Defold game" → defold-core + input-systems (+ platformer for a platformer). Defold has no dedicated GUI, tilemap or physics skill yet; use defold-core and its build reference's pointers, and state the gap.

3c. Genres — compose engine + disciplines (bind * 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
3d. Workflows — engine-independent process & shipping

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.

4. Read protocol (progressive disclosure)

  1. Preloaded: only each skill's name + description are in context. Decide from those plus the fingerprint — do not pre-read bodies.
  2. On selection: read the body of each chosen skills/<category>/<name>/SKILL.md — and only those. Never bulk-load a whole category.
  3. On demand: read a skill's bundled references/ files only when the subtask needs that depth (the skill body says when).
  4. Re-route on pivot: if the task changes (movement → saving), select and read the newly 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."

5. Composition rules

  • One engine, additive concepts. Use its engine skill set when available; for an unsupported engine, use project evidence as the API binding instead. Add the disciplines the task needs and usually at most one genre. Workflows attach independently.
  • Order: engine fundamentals → discipline concept → genre orchestration → workflow. For asset production, approve the visual target before generating a family, then finish with the engine import settings and an in-context capture.
  • Ownership on overlap: the engine skill owns API/syntax; the discipline skill owns 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.
  • Hand-offs: when a genre's composes names a slot like *-2d-movement, bind it to the detected engine. If that engine lacks the exact skill, see §6 and references/routing-table.md ("Binding gaps").

6. Unknown-engine & no-skill fallback

Engine unknown (no fingerprint, no engine named):

  1. Check the request for a plain-text engine name ("in Unity", "using Phaser"). If found, adopt it.
  2. If the task is a pure concept/genre/workflow question, route straight to the engine-agnostic discipline/genre/workflow skill — no engine needed ("what's a good save format?" → save-systems).
  3. Only if engine choice actually blocks the answer, ask one targeted question about the engine or project entry point. For a new project with no existing engine and no user preference, default to Godot (the most fully covered engine here) and say so.
  4. Never invent an engine or load an engine skill on a guess.

Custom, proprietary, in-house, or unsupported engine: keep that engine and its toolchain. Read references/custom-engines.md to map the relevant discipline/genre concepts onto verified project APIs, using local documentation, headers/source, examples, and build/test commands. No catalog engine skill is required. Do not switch engines or invent a compatible API.

Catalog engine known but no skill covers the subtask: load the closest skill for that same engine 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.

Worked examples

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
"add an inventory to my proprietary C++ RPG" existing custom engine custom-engine reference → rpg + save-systems; bind data/UI to verified project APIs
"build a 2D puzzle in Go with Ebitengine" Ebitengine (named; later go.mod) ebitengine-game → puzzle
"fix a stale HUD in my Go game" Ebitengine (go.mod + game imports) ebitengine-game → game-ui-ux; read text/UI, no new scaffold
"add player movement to my Defold game" Defold (game.project) defold-core → input-systems
"rebirths in my Roblox simulator take forever" Roblox (*.project.json / place file) roblox-luau → roblox-simulator-economy → roblox-networking
"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
"make a cohesive pixel-art player and enemy set" (detected engine) create-game-assets → relevant engine import/rendering skill

References

  • Full engine fingerprints, secondary signals, and disambiguation: references/engine-detection.md.
  • Exhaustive per-skill trigger words, engine bindings, and binding gaps: references/routing-table.md.
  • Custom/proprietary or unsupported engine integration: references/custom-engines.md.