Game dev
Say "new project" → get a perfectly-prepared project folder. A Claude Code bootstrap kit that grills the plan to a Definition of Ready, then auto-scaffolds files, memory, project sub-agents & tooling — routing to type-specific sub-skills (website, api, data/ml, quant, SaaS, CLI, app, game-mod, research, OSS… + a 7-day build-business ultraskill).
npx -y skills add Skryx-L-A/project-kit --skill game-devAssembled from the repository path, not quoted from the project. Check it against their README if it does not work.
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- 1 stars1 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
Build/set up a game project FROM SCRATCH — a 2D or 3D game in Godot, Unity, Unreal, or the web (Phaser/Three.js) — from the user's grilled answers. Project-kit sub-skill loaded by new-project routing whenever someone wants to build, make, or prototype a game, a playable demo, or a game loop. Chains higgsfield for assets/audio/browser-game generation and magic for menus/UI, and bakes in a playable-vertical-slice done-bar.
SKILL.md
7.1 KB, as published. Nobody here has run it
game-dev — build a playable game from scratch
What this sub-skill is for
Standing up a new game built from nothing: a real engine project with a playable core loop,
art/audio pipeline, and a build that runs on the target platform. Loaded by new-project for any
"make a game / prototype this idea / build a playable demo" request. This is distinct from
game-mod (modding an existing game's install). The whole skill is organized around one idea:
ship a small, playable slice before scaling scope — a game you can actually play beats a
beautiful engine project that never reaches a loop.
Mandatory grill-questions (fold into the Definition of Ready)
Lock these before opening the engine:
- Engine + why — Godot (open, fast 2D/3D, default), Unity (asset ecosystem/mobile), Unreal (high-end 3D), or web (Phaser for 2D, Three.js/Babylon for 3D, ships in a browser). Pick from scope + target, not familiarity alone; justify it.
- 2D vs 3D — decides art pipeline, physics, and team-of-one feasibility. 3D triples scope.
- Genre + the core loop — name the genre and the one verb-loop the player repeats (move-shoot, match-clear, build-defend). Everything else is decoration until the loop is fun.
- Scope / MVP — what the vertical slice is: one level, one mechanic, one enemy, win+lose. Cut everything not in the slice. What's explicitly out of v1?
- Target platform — PC (Win/Linux/macOS), web, mobile (iOS/Android), or console? Drives the engine export and input model. Pick one to ship first.
- Art pipeline — own art, asset-store/licensed, or AI-generated (higgsfield)? Resolution, style, and whether sprites/models are placeholder-now / final-later.
- Audio — music + SFX source (own, licensed, higgsfield
generate_audio)? Even placeholder. - Multiplayer? — single-player first almost always; if multiplayer is core, name the model (local, P2P, authoritative server) — it is a scope multiplier, flag it loudly.
- Save/progression + monetization — needed for v1 or deferred? Don't build economy before loop.
Project sub-agents to generate (into <project>/.claude/agents/)
gameplay-loop-builder(delegate-by-default) — implements and tunes the core loop (input → state → feedback), keeps the slice playable every commit, resists feature creep.asset-pipeline(delegate-by-default) — generates/imports/optimizes sprites, models, audio, and atlases into the engine's import settings; chains the higgsfield skills; tracks asset provenance/licensing.level-designer— builds the slice's level(s)/scenes, tuning pacing, difficulty, and spawn/encounter layout against the loop.playtest-runner— builds for the target platform, launches the game, plays the loop, and reports crashes, soft-locks, and broken interactions honestly (this is theverifierrole).- Plus the kit default
reviewer(diff/PR correctness).
Tools / CLIs / MCP / skills needed
Check in environment-readiness; offer install, never auto-install:
- The engine — Godot (single binary, easiest on Linux), Unity Hub + editor, Unreal (heavy), or Node + a web bundler (Vite) for Phaser/Three.js. Verify it launches and can export.
- Export/build toolchain — Godot export templates; platform SDKs for mobile/console; for web, a static bundle. Confirm a build for the target platform actually produces a runnable artifact.
- CHAIN the higgsfield MCP + skills for the asset pipeline:
higgsfield-generate(generate_imagefor sprites/textures/concept art,generate_videofor cutscenes/trailers,generate_audiofor music/SFX),higgsfield-soul-idfor a consistent character face, and for a browser game the game-creation flow —get_game_creation_instructionsthenget_game_creation_bundle_file, withdeploy_game/publish_gameto ship it. - CHAIN the magic MCP (21st.dev) for menus, HUD, and UI screens;
framer-inspiration/design-harvestfor the marketing/landing page if the game ships with a site. - CHAIN global skills:
deep-research(engine/genre patterns),verify(launch + play the build),code-review,cli-anything(wrap a GUI art tool headlessly),pptx(a pitch deck).
File / asset nudges (on top of the base set)
Beyond CLAUDE.md, PROJEKT_<NAME>.md, TASKS.md, DONE.md, README, .claude/:
GAMEDESIGN.md— the one-page design doc: core loop, win/lose, controls, the v1 slice scope, and the explicit out-of-scope list. The anti-scope-creep contract.src/(or engine project dir) — game code/scenes;assets/split intoart/,audio/,fonts/with a provenance note per source (own / licensed / AI-generated).assets/LICENSES.md— every asset's source + license + redistribution right. Non-optional.builds/—.gitignored platform builds; large binaries via Git LFS or kept out of the repo.playtests/— short logged notes per playtest (what broke, what felt good).
Stack defaults & done-bar
Default stack: Godot 4 (2D or 3D) with GDScript, exporting to the chosen platform; web games on
Phaser 3 (2D) or Three.js (3D) bundled with Vite; assets AI-generated via higgsfield as
placeholders, replaced as the slice firms up; audio via generate_audio; UI via magic. Version the
project in git, keep big binaries out or in LFS.
Done-bar (all true): the core loop runs end-to-end — start, play the loop, reach win and
lose states — in a build for the target platform (not just the editor); it launches and plays
without crashing or soft-locking, confirmed by playtest-runner actually playing it; the vertical
slice is feature-complete to GAMEDESIGN.md; every shipped asset has a recorded license/right.
Guardrails
- Scope discipline is the top rule — ship the small loop first. If a feature isn't in the v1
slice in
GAMEDESIGN.md, it waits. A playable tiny game beats an unfinished big one. - Honesty about "it's playable": don't claim the loop works until
playtest-runnerhas built for the target and actually played start→win/lose. Report crashes and soft-locks plainly. - Own or licensed assets only — never ship art/audio/models you can't redistribute; record
every source's license in
assets/LICENSES.md. AI-generated assets: confirm the platform's commercial-use terms. - Multiplayer/online is a scope multiplier — call out the cost before committing; default to single-player for v1 unless multiplayer is the whole point.
- No emojis in any in-game UI, menu, or HUD text (user's standing rule) — typographic symbols or drawn glyphs only.
- Never commit secrets / store keys / signing certs.
- Commits under the user's own name only (Skryx-L-A); never add Claude as a co-author.