
router
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.
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Install
Works with every agent the skills CLI supports.
npx skills add https://github.com/gamedev-skills/awesome-gamedev-agent-skills --skill router- 01
Install
Run the command in your project. The CLI asks which agents to install for.
- 02
Describe the task
Ask your agent for something this skill covers. It loads router automatically when relevant.
- 03
Review the result
The agent follows the SKILL.md steps, scripts and references bundled with the skill.
Security audits
Independent scans of the skill's instructions and bundled files.
SKILL.md
The instructions your agent reads when the skill is triggered.
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
- Detect engine and version — project fingerprint → at most one engine skill set (or "unknown"), then read the project's version source. §1.
- Classify task — phrasing → discipline(s) + at most one genre + workflow(s). §2.
- Resolve — the minimal set: engine skill(s) + discipline(s) + genre + workflow(s). §3.
- Read (disclosure) — open only the chosen
SKILL.mdbodies;references/only on demand. §4. - Compose — order: engine fundamentals → discipline concept → genre glue → workflow. §5.
- Fallback — engine unknown or no skill fits → ask or default to Godot; state any gap. §6.
1. Engine detection (project fingerprint)
Scan for the highest-confidence signal; choose exactly one engine. Stop at the first match.
| # | 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/): languagegodot-gdscript/godot-csharp; structuregodot-nodes-scenes,godot-signals-groups; 2Dgodot-2d-movement,godot-tilemap; 3Dgodot-3d-essentials; physicsgodot-physics; UIgodot-ui-control; animationgodot-animation; shadersgodot-shaders; datagodot-resources; audiogodot-audio; netcodegodot-multiplayer; headless CLI testsgodot-gdscript-headless-testing; shipgodot-export. - Unity (
skills/unity/): scriptingunity-csharp-scripting; inputunity-input-system; physicsunity-physics; animationunity-animation; dataunity-scriptableobjects; 2Dunity-tilemap-2d; AI navunity-navmesh; shipunity-build-pipeline. - Unreal (
skills/unreal/): visual scriptingunreal-blueprints; C++ gameplayunreal-cpp-gameplay; inputunreal-enhanced-input; AIunreal-behavior-trees; VFXunreal-niagara; shipunreal-packaging. - Ebitengine (
skills/ebitengine/):ebitengine-gamefor 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; Defolddefold-core(collections, game objects, scripts, input, messages, factories, proxies, Bob builds); Roblox foundationroblox-luau, persistenceroblox-datastores, UIroblox-ui, remotes/securityroblox-networking, character lifecycleroblox-characters, simulation/queriesroblox-physics, and in-Studio operationroblox-studio-workflow.
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); 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)
- Preloaded: only each skill's
name+descriptionare in context. Decide from those plus the fingerprint — do not pre-read bodies. - On selection: read the body of each chosen
skills/<category>/<name>/SKILL.md— and only those. Never bulk-load a whole category. - On demand: read a skill's bundled
references/files only when the subtask needs that depth (the skill body says when). - 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 set, additive concepts. Exactly one engine skill set; 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
composesnames a slot like*-2d-movement, bind it to the detected engine. If that engine lacks the exact skill, see §6 andreferences/routing-table.md("Binding gaps").
6. Unknown-engine & no-skill fallback
Engine unknown (no fingerprint, no engine named):
- Check the request for a plain-text engine name ("in Unity", "using Phaser"). If found, adopt it.
- 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). - Only if engine choice actually blocks the answer, ask one targeted question ("Which engine — Godot, Unity, Unreal, or a web/other engine?"). If the user has no preference and one is needed, default to Godot (the most fully covered engine here) and say so.
- Never invent an engine or load an engine skill on a guess.
Engine known but no skill covers the subtask: load the closest engine skill 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 |
| "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 |
| "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.
FAQ
What does the router skill do?
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.
How do I install router?
Run npx skills add https://github.com/gamedev-skills/awesome-gamedev-agent-skills --skill router in your project. The skills CLI detects the agents you use and copies the skill into the right folder. For Claude Code you can also place the skill folder at ~/.claude/skills/router/ (personal) or .claude/skills/router/ (project).
Which AI agents can use router?
Any agent that supports the open Agent Skills format (a folder with a SKILL.md file), including Claude Code, Codex, Cursor, GitHub Copilot, Gemini CLI, Windsurf, Cline, OpenCode and more.
Is router safe to install?
Security partners have reviewed it: Gen Agent Trust Hub passed; Socket passed; Snyk passed. As with any skill, read the SKILL.md and bundled scripts before installing.
Who maintains router?
It is published by gamedev-skills in gamedev-skills/awesome-gamedev-agent-skills. It has 6,987 recorded installs.
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