All skills

Routes any game-development request to the right specialized skill(s): it detects the engine (Godot, Unity, Unreal, Bevy, Phaser, PixiJS, three.js, 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.

Use this Skill: https://skilld.dev/gh/gamedev-skills/awesome-gamedev-agent-skills/router

This session only. Nothing lands on disk.

referencesrouting-table.md

≈3.1k tokens on demand. Your agent reads this file only when SKILL.md points to it.

Full routing table — every authored skill

The exhaustive task → category → skill lookup the router body summarizes. Every name here is a real folder at skills/<category>/<name>/SKILL.md. Trigger words (says:) and file signals (files:) are the cues that should select each skill. * in a binding is filled with the detected engine (router body §1); where an engine lacks the exact skill, see "Binding gaps".

Engine skills

Godot (skills/godot/, target Godot 4.7) — read after project.godot is detected

Skill Pick it when the request says / file signal
godot-gdscript "GDScript", _ready/_process, typing, @export, await; *.gd
godot-nodes-scenes "scene", "node tree", "instance a scene", autoloads, PackedScene; *.tscn
godot-signals-groups "signal", "emit", "connect", "groups", decoupling/observer
godot-2d-movement "2D movement", "platformer controller", CharacterBody2D, move_and_slide
godot-tilemap "tilemap", "tileset", "autotile", TileMapLayer; tileset *.tres
godot-physics "rigidbody", "area2d", "collision layer", "raycast" (2D + 3D)
godot-ui-control "UI", "Control node", "anchors", "theme", "HUD"
godot-animation AnimationPlayer, AnimationTree, "blend", Tween
godot-shaders "Godot shader", "gdshader", fragment/vertex, screen-reading; *.gdshader
godot-3d-essentials "3D", Camera3D, WorldEnvironment, GridMap; Node3D
godot-resources "custom Resource", "data resource", .tres, ResourceLoader
godot-audio "Godot audio", "audio bus", "play sound/music", sync-to-beat
godot-multiplayer "multiplayer", "RPC", "networked", MultiplayerSpawner; @rpc
godot-export "export Godot", "build for web/windows", export_presets.cfg
godot-csharp "Godot C#", "GodotSharp", "C# signals in Godot"; *.cs + *.csproj in a Godot project
godot-gdscript-headless-testing "headless test", "run tests from CLI", godot --headless --script, CI job for .gd tests

Unity (skills/unity/, target Unity 6.3 LTS / 6000.3)

Skill Pick it when
unity-csharp-scripting "Unity script", MonoBehaviour, Start/Update, coroutines; *.cs + *.asmdef
unity-input-system "Input System", InputAction, "action map"; *.inputactions
unity-physics "Unity physics", Rigidbody, "collision layers", "joint"
unity-animation "Animator", "state machine", "blend tree", "Mecanim"; *.controller
unity-scriptableobjects ScriptableObject, "SO architecture", "data asset", event channels
unity-tilemap-2d "Unity tilemap", "tile palette", "rule tile"
unity-navmesh NavMesh, NavMeshAgent, "pathfinding in Unity"
unity-build-pipeline "build Unity", "player settings", "IL2CPP", "Addressables"

Unreal (skills/unreal/, target UE 5.8)

Skill Pick it when
unreal-blueprints "Blueprint", "BP graph", "event graph"; Blueprint *.uasset
unreal-cpp-gameplay "Unreal C++", GameMode, Pawn, ACharacter; Source/**/*.cpp + *.Build.cs
unreal-enhanced-input "Enhanced Input", "Input Mapping Context", IA_/IMC_
unreal-behavior-trees "Behavior Tree", "Blackboard", AIController, BTTask; BT_/BB_
unreal-niagara "Niagara", "VFX", "particle system"; NS_/NE_
unreal-packaging "package Unreal", "cook content", "shipping build"

Web engines (skills/web-engines/) — detected from package.json + imports

Skill Pick it when
phaser-core "Phaser", "Phaser scene", preload/create/update; dep phaser
phaser-arcade-physics "Arcade Physics", "collider", "overlap", world bounds
pixijs-rendering "PixiJS", "Pixi sprite", "stage", Container; dep pixi.js
threejs-scene-setup "three.js", THREE.Scene, WebGLRenderer, render loop; dep three
threejs-gltf-loading "load gltf", GLTFLoader, AnimationMixer; *.gltf/*.glb
threejs-materials-lighting MeshStandardMaterial, "lighting", "shadows", env maps

Other engines (skills/other-engines/)

Skill Pick it when
bevy-ecs "Bevy", "ECS system/query", Commands, "Bevy plugin"; Cargo.toml dep bevy
pygame-core "pygame", "blit", "sprite group", game loop; import pygame
love2d-core "LÖVE", "love2d", love.draw, love.update(dt); main.lua/conf.lua/*.love
roblox-luau "Roblox", "Luau", RemoteEvent, services; *.luau + *.rbxl(x) / Rojo
roblox-datastores "DataStore", "save player data", GetDataStore; DataStoreService
roblox-ui Roblox HUD/menu/inventory/shop, ScreenGui, PlayerGui, UDim2, AutomaticSize, GuiService, UI clipping/respawn, touch/gamepad focus, generic generated UI
roblox-networking Roblox remotes/security/replication, RemoteEvent, RemoteFunction, UnreliableRemoteEvent, exploit, request spam, server authority, desync
roblox-characters Roblox character/respawn/rig/movement/animation, CharacterAdded, Humanoid, Animator, R6/R15, Tool, stale character reference
roblox-physics Roblox assembly/constraint/collision/query/ownership, RaycastParams, overlap, CanQuery, impulse, BodyMover, projectile/vehicle/knockback
roblox-studio-workflow edit/inspect/test a Roblox place in Studio, Explorer, Script/LocalScript/ModuleScript placement, tags/Attributes, duplicate remotes/systems, Server & Clients, Output

Disciplines (skills/disciplines/) — cross-engine concepts, load with the engine skill

Concept skill says: triggers Pairs with (engine API skill)
create-game-assets art direction, game assets, sprite/sprite sheet, tileset, texture, icon, concept art, 3D prop, consistent style engine importer/rendering skill; installed imagegen for raster generation when available
game-ai enemy AI, behavior tree, state machine, steering, pathfinding unity-navmesh / unreal-behavior-trees / Godot nav (godot-nodes-scenes + godot-physics)
ai-behavior-trees-utility-ai behavior tree runtime, blackboard, action/condition node, selector/sequence/parallel, decorator, utility AI, scoring/response curve, consideration, hybrid AI game-ai (FSM/BT/steering choice) / unreal-behavior-trees (engine BT/Blackboard assets)
procedural-gen procedural generation, perlin/simplex noise, random seed, dungeon generator engine tilemap/grid: godot-tilemap / unity-tilemap-2d / godot-3d-essentials
dialogue-systems dialogue system, branching dialogue, Yarn Spinner, Ink, conversation tree; *.yarn/*.ink engine UI: godot-ui-control / Unity UI
save-systems save system, save/load, persistence, save slots; save*.json/*.sav roblox-datastores / Godot IO / engine serialization
audio-design audio design, adaptive music, audio mixer, ducking, SFX godot-audio / Unity AudioMixer
shader-programming shader, fragment shader, dissolve/outline effect, GLSL/HLSL; *.gdshader/*.shader/*.hlsl godot-shaders / engine material docs
physics-tuning physics feel, jitter/tunneling, fixed timestep, collision tuning godot-physics / unity-physics
level-design level design, whitebox/blockout, tilemap layout, pacing godot-tilemap / unity-tilemap-2d / godot-3d-essentials (GridMap)
input-systems input mapping, rebind controls, gamepad support, input buffering; *.inputactions/IMC unity-input-system / unreal-enhanced-input / Godot InputMap
game-feel game feel, juice, screen shake, hit-stop/freeze frame, squash & stretch, knockback, "make it punchy/satisfying" engine animation/tween (godot-animation/unity-animation) + camera-systems (shake) + audio-design
camera-systems camera follow, follow camera, deadzone, look-ahead, camera bounds/limits, third-person/orbit camera, first-person look, Cinemachine, camera jitter godot-2d-movement/godot-3d-essentials / Unity Cinemachine 3 / Godot Camera2D/Camera3D
game-ui-ux HUD, health bar, main/pause/settings menu, UI layout, anchors, UI scaling, aspect ratio, safe area, controller/keyboard menu nav godot-ui-control / Unity UI (UGUI/UI Toolkit)
performance-optimization performance, optimize, low/dropping FPS, frame drops, stutter, lag, frame budget, draw calls, batching, GC spikes, object pooling, profiler engine profiler (Godot Monitors / Unity Profiler / Unreal stat unit) + physics-tuning

Genres (skills/genres/) — whole-game templates, compose engine + disciplines

Genre skill says: triggers composes (bind * to the detected engine)
platformer platformer, jump mechanic, double jump, Mario-like godot-2d-movement (or engine physics) + godot-tilemap/unity-tilemap-2d + level-design + camera-systems + game-feel
roguelike roguelike, procedural dungeon, permadeath, turn-based grid procedural-gen + godot-tilemap/unity-tilemap-2d + game-ai + save-systems + game-feel
rpg RPG, stats/leveling, inventory, quest system godot-resources/unity-scriptableobjects + dialogue-systems + save-systems + game-ui-ux
fps-shooter FPS, first-person shooter, hitscan, aim/shoot godot-3d-essentials/unreal-cpp-gameplay + input-systems + game-ai + camera-systems + game-feel
tower-defense tower defense, wave spawner, enemy path, tower targeting game-ai + godot-2d-movement/engine movement + level-design + game-ui-ux
card-game card game, deckbuilder, hand/deck/discard, TCG godot-resources/unity-scriptableobjects + game-ui-ux + godot-ui-control (engine UI)
visual-novel visual novel, VN, branching story, choice menu; *.ink/*.yarn dialogue-systems + save-systems + game-ui-ux
survival-crafting survival game, crafting system, inventory, resource gathering save-systems + godot-resources/unity-scriptableobjects + procedural-gen + game-ui-ux
puzzle puzzle game, match-3, grid logic, tile-matching godot-tilemap/unity-tilemap-2d + level-design + game-feel

Workflows (skills/workflows/) — process & shipping, engine-independent

Workflow skill says: / files: triggers
game-jam game jam, 48-hour game, Ludum Dare / GMTK, jam submission
prototype-fast prototype fast, vertical slice, MVP game, greybox
steam-publish publish on Steam, Steamworks, store page, depot/build upload; steam_appid.txt
itch-publish publish on itch, itch.io page, butler push, upload build; .itch.toml

Binding gaps (be honest; do not fabricate a skill)

The collection does not yet have a skill for every engine × concept. Several cross-cutting concerns are now covered engine-neutrally by disciplines that pair with any detected engine — camera work (camera-systems), HUD/menus (game-ui-ux), juice/feedback (game-feel), and performance (performance-optimization) — so those are no longer gaps; bind them on top of the engine. The remaining true gaps are engine-specific primitives. When a genre binding names a slot the detected engine lacks, load the closest skill(s) and state the gap plainly:

  • No *-2d-movement for Unity / Unreal / web. For a Unity platformer, bind movement to unity-csharp-scripting + unity-physics; for Phaser, phaser-arcade-physics. Say there is no dedicated unity-2d-movement skill.
  • No dedicated 3D-essentials for Unity. For a Unity FPS, use unity-csharp-scripting + unity-physics + unity-navmesh; only Godot has godot-3d-essentials and Unreal has unreal-cpp-gameplay.
  • No *-tilemap for web / Bevy / pygame / Roblox / LÖVE. Use level-design for the concept and the engine's rendering skill for drawing; note the missing engine tilemap skill.
  • No engine-specific save skill except Roblox. save-systems owns the concept and cites Godot IO; roblox-datastores is the one engine-specific persistence skill.

Source: SKILL.md on GitHub

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  • Gen Agent Trust Hub4d

    The router skill is a dispatcher for game development tasks. It identifies project engines and disciplines from files and user requests to select appropriate expert instructions. No security risks were identified.

  • Socket4d

    No alerts

  • Snyk4d

    Risk: LOW · No issues

Signed by skilld at e86bec9. This ties the file your Agent reads to that commit on GitHub. It does not review the instructions.

Last checked against GitHub 3 days ago.

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