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Engine router

Skill rondorkerin/gamestack/plugins/gamestack/skills/engine-router

The game-design process for Claude — knowledge + workflow skills for designing games, tuned for headless, procedural, AI-authored development (engine-agnostic; Godot).

Install
npx -y skills add rondorkerin/gamestack --skill engine-router

Assembled from the repository path, not quoted from the project. Check it against their README if it does not work.

One thing to look at

  • 23 stars23 stars. Stars are a popularity signal and not a quality one, but at this level it is likely that nobody has read this closely except its author, and you would be relying on your own review.

What its author says it does

Copied from the file, not written here

The platform router for the gamestack framework. Use when a game's design is ready to implement, when the target engine is chosen or needs choosing, or when handing off a spec to engine code — "build this in Godot/Unity/Unreal/Three.js", "which engine", "now implement it", "wire the design to code". Routes design phases to gamestack's foundation skills and implementation to the matching engine pack (godot, unreal, unity). Engine-agnostic itself; it decides where work goes.

SKILL.md

5.3 KB, as published. Nobody here has run it

Engine Router

Preamble (auto-loaded)

!cat "${CLAUDE_PLUGIN_ROOT}/shared/PREAMBLE.md"; echo; cat "${CLAUDE_PLUGIN_ROOT}/ETHOS.md"

FALLBACK: if the line above rendered literally or empty (disableSkillShellExecution), Read ${CLAUDE_PLUGIN_ROOT}/shared/PREAMBLE.md and ${CLAUDE_PLUGIN_ROOT}/ETHOS.md now and follow PREAMBLE.md as instructions, then continue.

gamestack splits a game into two jobs: the design brain (engine-agnostic, first-party) and the engine hands (per-platform, the curated engine packs). This skill is the design→engine handoff — it consumes the finished design bible and sends implementation to whichever engine pack owns the target platform. It does not sequence design phases (that is game-design-process); it only routes a ready design to code.

The preamble has already detected the engine and loaded ${CLAUDE_PLUGIN_ROOT}/overlays/<engine>.md — that overlay holds the spec→pack-skill mapping for this target. Use it as the translation table below.

When to use this

  • A design/spec is ready and it's time to write engine code
  • Choosing a target engine, or supporting more than one
  • Mid-build, deciding "is this a design question or an engine question?" and pulling the right skill

The core stance

  1. Design once, implement per engine. The world bible, systems, combat feel, and procgen rules from the foundation skills are engine-independent. Don't re-derive them inside an engine — translate them.
  2. Never put design logic in an engine skill, or engine APIs in a design skill. If you're reaching for Node/Actor/THREE.Scene while still deciding what interesting decision a system creates, stop — that's a foundation question (game-design-fundamentals).
  3. One spec, one handoff artifact. The design pipeline's output (specs, content, quality verdicts) is the contract the engine pack consumes. Engine choice never changes the spec.

Routing table

Phase / questionLayerSkill to pull
Concept, pillars, core loop, "is this an interesting decision?"Foundation (design)game-design-fundamentals
World structure, navigation, spatial pacingFoundation (design)open-world-design
Generating + reviewing content without samenessFoundation (design)procedural-generation, procgen-review
Combat & game feel (juice, telegraphing, encounters)Foundation (design)combat-design
Sequencing the whole design end to endFoundation (process)game-design-process
Implement in Godot 4.x (GDScript, systems, optimization, export)Engine handsgodot pack (/plugin install godot@gamestack)
Implement in Unreal (C++ gameplay framework, rendering, networking)Engine handsunreal pack (/plugin install unreal@gamestack)
Debug a Unity build (logging, runtime commands, watching)Engine handsunity-jahro pack (/plugin install unity-jahro@gamestack)
Implement in Unity (general authoring)Engine hands⬜ roadmap — no curated pack yet; use general C#/Unity knowledge + the foundation specs
Implement in Three.js / webEngine hands⬜ roadmap — no curated pack yet; use the foundation specs + general Three.js knowledge

The handoff procedure

  1. Confirm the engine. The preamble already detected it and loaded the overlay; if it had to ask, the answer is now in ./.gamestack/bible/engine. Don't guess silently.
  2. Confirm the bible/spec exists. Implementation consumes the design bible (./.gamestack/bible/). If it's empty or missing, route back to game-design-process first — don't improvise design inside engine code.
  3. Install / confirm the engine pack for the target (per the loaded overlay). If the platform is a roadmap gap (Unity-general, Three.js), say so explicitly and fall back to the bible specs plus general engine knowledge — never silently pretend a pack exists.
  4. Translate, don't redesign. Use the overlay's spec→pack-skill mapping: each systems.md / world.md entry maps to a named engine-pack skill. Design intent is fixed; only the implementation is engine-specific.
  5. Keep the loop closed. Bugs in feel or balance go back to the foundation skill that owns them (and update the bible); bugs in implementation stay in the engine pack.

The one rule

The spec is engine-independent; the code is engine-specific. This skill is the only place the two meet. Cross-contaminate them and you'll be redoing design work in every engine you port to.

Output

End with a completion status per the preamble protocol: DONE (engine confirmed, pack installed, spec→skill mapping handed off) / DONE_WITH_CONCERNS (e.g. a roadmap-gap engine) / BLOCKED / NEEDS_CONTEXT (e.g. empty bible — route back to game-design-process).

Keep looking

Skills are one crate of 328,083. Ordering is by how many stacks a row turns up in, so the top of any crate is what has actually been picked rather than what has the most stars.