game-dev-agentic-skills
103 skills from thedivergentai/game-dev-agentic-skills
Install every skill in this repository:
npx skills add https://github.com/thedivergentai/game-dev-agentic-skills- 1

Consolidated expert library for professional Godot 4.7+ game and application development. Orchestrates 92 Domain Skills through architectural workflows, anti-pattern catalogs, performance budgets, and Server API patterns. Use when: (1) starting a new Godot project, (2) designing game or app architecture, (3) building entity/component systems, (4) debugging performance or physics issues, (5) choosing between 2D/3D approaches, (6) implementing multiplayer, (7) optimizing draw calls or script time, (8) porting between platforms, (9) migrating from 4.6 to 4.7. Primary entry point for ALL Godot development tasks. Keywords: Godot 4.7, AreaLight3D, HDR, Asset Store, godot-master.
4.9K - 2

Expert Godot shader patterns for batch-safe hitflash, alpha-scissor foliage/dissolve, screenspace postFX, depth reconstruction, triplanar, and instance uniforms — not first-shader tutorials. Trigger on draw-call batching breaks, discard vs depth-prepass, foliage shadows, post-process quads, or world-position FX. Keywords: instance uniform, ALPHASCISSOR, hintscreentexture, hintdepthtexture, global uniform, sampler2DArray, canvasitem, spatial, post-processing.
691 - 3

Expert patterns for 2D animation in Godot using AnimatedSprite2D and skeletal cutout rigs. Use when implementing sprite frame animations, procedural animation (squash/stretch), cutout bone hierarchies, or frame-perfect timing systems. Trigger keywords: AnimatedSprite2D, SpriteFrames, animationfinished, animationlooped, framechanged, frameprogress, setframeandprogress, cutout animation, skeletal 2D, Bone2D, procedural animation, animation state machine, advance(0).
688 - 4

Expert blueprint for UI themes using Theme resources, StyleBoxes, custom fonts, and theme overrides for consistent visual styling. Covers StyleBoxFlat/Texture, theme inheritance, dynamic theme switching, and font variations. Use when implementing consistent UI styling OR supporting multiple themes. Keywords Theme, StyleBox, StyleBoxFlat, addthemeoverride, font, theme inheritance, dark mode.
623 - 5

Expert GDScript landmine guidance: static typing opcodes, signal-up/call-down, %UniqueName/@onready lifecycle, Callable bind/unbind, await sequences, typed collections, and safe Dictionary iteration. Use for code review, refactoring hot paths, or project standards. Trigger keywords: statictyping, signalarchitecture, uniquenodes, @onready, classname, signalupcalldown, Callable.bind, typedcollections, awaitsequence.
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Expert blueprint for GPU particle systems (explosions, magic effects, weather, trails) using GPUParticles2D/3D, ParticleProcessMaterial, gradients, sub-emitters, and custom shaders. Use when creating VFX, environmental effects, or visual feedback. Keywords GPUParticles2D, ParticleProcessMaterial, emissionshape, colorramp, subemitter, oneshot.
614 - 7

Expert blueprint for save/load systems using JSON/binary serialization, PERSIST group pattern, versioning, and migration. Covers player progress, settings, game state persistence, and error recovery. Use when implementing save systems OR data persistence. Keywords save, load, JSON, FileAccess, user://, serialization, version migration, PERSIST group.
603 - 8

Expert testing decision trees for GdUnit4: unit vs scene vs CI gates, headless runners, snapshots, and mock networks. Use when choosing test layers, wiring CI, or validating signals/physics without beginner assert catalogs. Keywords: GdUnit4, GdUnitTestSuite, headless CI, snapshot test, mock network, scene integration test, TDD.
591 - 9

Expert patterns for CharacterBody2D including platformer movement (coyote time, jump buffering, variable jump height), top-down movement (8-way, tank controls), collision handling, one-way platforms, and state machines. Use for player characters, NPCs, or enemies. Trigger keywords: CharacterBody2D, moveandslide, isonfloor, coyotetime, jumpbuffer, velocity, getslidecollision, onewayplatforms, statemachine.
544 - 10

Expert patterns for 3D level design using GridMap with MeshLibrary, CSG constructive solid geometry, occlusion, and runtime GridMap builders. Use when building 3D levels, modular tilesets, or BSP-style geometry. For sky/fog/Environment recipes, route to godot-3d-lighting. Trigger keywords: GridMap, MeshLibrary, setcellitem, getcellitem, maptolocal, localtomap, CSGCombiner3D, CSGBox3D, CSGSphere3D, CSGPolygon3D, OccluderInstance3D, bake CSG.
541 - 11

Expert patterns for 2D/3D camera control including smooth following (lerp, positionsmoothing), camera shake (trauma system), screen shake with frequency parameters, deadzone/drag for platformers, look-ahead prediction, and camera transitions. Use for player cameras, cinematic sequences, or multi-camera systems. Trigger keywords: Camera2D, Camera3D, SpringArm3D, positionsmoothing, camerashake, traumasystem, lookahead, dragmargin, cameralimits, cameratransition.
540 - 12

Expert architectural standards for building scalable Godot GAMES (RPGs, Platformers, Shooters) using the Composition pattern (Entity-Component). Use when designing player controllers, NPCs, enemies, weapons, or complex gameplay systems. Enforces "Has-A" relationships for game entities. Trigger keywords: Entity-Component, ECS, Gameplay, Actors, NPCs, Enemies, Weapons, Hitboxes, Game Loop, Level Design.
525 - 13

Expert patterns for Godot 2D physics including collision layers/masks, Area2D triggers, raycasting, and PhysicsDirectSpaceState2D queries. Use when implementing collision detection, trigger zones, line-of-sight systems, or manual physics queries. Trigger keywords: CollisionShape2D, CollisionPolygon2D, collisionlayer, collisionmask, setcollisionlayervalue, setcollisionmaskvalue, Area2D, bodyentered, bodyexited, RayCast2D, forceraycastupdate, PhysicsPointQueryParameters2D, PhysicsShapeQueryParameters2D, directspacestate, moveandcollide, moveandslide.
519 - 14

Expert blueprint for responsive UI layouts using Container nodes (HBoxContainer, VBoxContainer, GridContainer, MarginContainer, ScrollContainer, HFlowContainer, SubViewportContainer). Covers size flags, anchors, split containers, virtuallist pooling, stretchshrink previews, and dynamic layouts. Use when building adaptive interfaces OR implementing responsive menus. Keywords: Container, HBoxContainer, VBoxContainer, GridContainer, HFlowContainer, SubViewportContainer, virtuallist, stretchshrink, sizeflags, EXPANDFILL, anchors, responsive.
517 - 15

Expert blueprint for Godot 4 project organization (feature-based folders, naming conventions, version control). Enforces snakecase files, PascalCase nodes, %SceneUniqueNames, and .gitignore best practices. Use when starting new projects or refactoring structure. Keywords project organization, naming conventions, snakecase, PascalCase, feature-based, .gitignore, .gdignore.
512 - 16

Expert patterns for combat systems including hitbox/hurtbox architecture, damage calculation (DamageData class), health components, combat state machines, combo systems, ability cooldowns, and damage popups. Use for action games, RPGs, or fighting games. Trigger keywords: Hitbox, Hurtbox, DamageData, HealthComponent, combatstate, combosystem, abilitycooldown, invincibilityframes, damagepopup.
511 - 17

Expert blueprint for performance profiling and optimization (frame drops, memory leaks, draw calls) using Godot Profiler, object pooling, visibility culling, and bottleneck identification. Use when diagnosing lag, optimizing for target FPS, or reducing memory usage. Keywords profiling, Godot Profiler, bottleneck, object pooling, VisibleOnScreenNotifier, draw calls, MultiMesh.
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