12 skills · category

Game Development skills for Claude Code

Skills for building games that run well and feel right: Godot, Unity and Unreal Engine, Phaser and Three.js for the web, entity-component systems, physics with fixed timesteps, multiplayer netcode with prediction and rollback, shaders, procedural generation, pathfinding and game AI, and frame-budget profiling.

All 12 Game Development skills

Each card opens the full playbook, example prompts and install commands.

ECS Architecture

Data-oriented design without the cargo cult

Claude first decides whether ECS fits the data at all, then designs components by which systems read and write them together, names systems as transformations, and makes ordering explicit. It writes Bevy systems with disjoint queries, messages and observers for the right volumes, deferred despawns, and tests systems in isolation against real entity counts.

ecs-architecture 208 lines

Game AI and Pathfinding

Agents that route well, decide clearly, never stall

Claude matches the pathfinding method to the world and agent count, from grid A* and flow fields to engine navmeshes, then smooths and steers paths so movement looks natural. It picks the simplest decision model that fits, adds hysteresis and stuck detection, time-slices path requests, and checks custom A* against Dijkstra with a bundled script.

game-ai-pathfinding 187 lines · 2 files

Game Performance

Hit the frame budget with captures, not hunches

Claude sets a frame budget for the target device, builds a repeatable benchmark, and classifies the game as CPU, render-thread or GPU bound before touching code. It profiles with the right engine and platform tools, fixes the largest cost first, hunts periodic GC and shader-compile hitches separately, and reports p95 frame time and 1% lows from real captures.

game-performance 170 lines · 2 files

Game Physics

Fixed steps, no tunneling, bugs you can replay

Claude fixes physics bugs from the loop outward: it checks for a fixed timestep and render interpolation, then scale, mass ratios, collider shapes and layers, and only then tunes parameters. It knows when a character needs a kinematic controller, how to stop fast objects tunneling, and how to prove fixes with debug draw and recorded input replays.

game-physics 166 lines · 2 files
★ Editor's pick

Godot Games

Typed GDScript, clean scenes, exports that build

Claude writes Godot 4 code the way experienced Godot developers do: fully typed GDScript, scenes that run in isolation, signals flowing upward, and tunable data in custom Resources. It picks the right physics body for each object, avoids Godot 3 syntax, keeps saves in user://, and verifies changes with headless imports, tests, and command-line exports.

godot-games 231 lines

Multiplayer Netcode

Instant input, honest servers, no rubber-banding

Claude picks the right networking model for the genre, then builds it properly: inputs with sequence numbers, a predicted local player that reconciles by replaying unacknowledged inputs, interpolated remote entities, and capped server-side lag compensation. It validates every client command, trims bandwidth with quantization and interest management, and tests under simulated latency and loss.

multiplayer-netcode 156 lines · 2 files

Phaser Games

HTML5 games that load clean and play on phones

Claude structures Phaser games into Boot, Preload, Game and UI scenes, loads every asset once with a progress bar, and wires Arcade Physics colliders and overlaps for exactly the pairs that need them. It pools projectiles, scales the canvas for any screen, handles touch input and mobile audio that stays locked until the first tap, and cleans up listeners so scene restarts do not leak.

phaser-games 223 lines

Procedural Generation

Seeded worlds that replay exactly and always work

Claude builds generators that take an explicit seed, derive independent sub-seeds per purpose and chunk, and validate every output for connectivity and solvability before use. It picks the right technique for the content, handles WFC contradictions, keeps chunk generation off the main thread, and locks behavior down with seed sweeps and golden-hash tests.

procedural-generation 195 lines · 2 files

Shader Programming

GPU code with named spaces and no NaN speckles

Claude writes shaders with every vector tagged by its coordinate space, lighting done in linear color, and procedural edges antialiased with derivatives. It extends engine lighting instead of rewriting it, ports between GLSL, HLSL, WGSL and Godot syntax, and debugs by rendering intermediate values as color and hunting NaNs before touching performance.

shader-programming 209 lines · 2 files

Three.js Scenes

Correct color, compressed assets, zero GPU leaks

Claude sets up Three.js renderers with proper color spaces, tone mapping and environment lighting, compresses glTF assets with gltf-transform, and loads them with KTX2 and Meshopt decoders. It measures draw calls and triangles against mobile budgets, applies instancing or merging where it pays off, and disposes every GPU resource so single-page apps stop leaking memory.

threejs-scenes 226 lines

Unity Development

Unity 6 C# that stays fast and stays organized

Claude writes Unity 6 gameplay code with clear lifecycle rules: references cached in Awake, events paired in OnEnable and OnDisable, physics in FixedUpdate, and design data in ScriptableObjects. It uses the Input System package and Awaitable, pools spawned objects, keeps Update allocation-free, and proves changes with headless tests and builds.

unity-development 231 lines

Unreal Engine 5

C++ foundations, Blueprint flexibility, clean cooks

Claude decides what belongs in C++ versus Blueprint, places state on the right gameplay framework class, and keeps every UObject pointer visible to the garbage collector. It wires Enhanced Input correctly, avoids hard-reference load chains, writes replication with validated server RPCs, and packages builds with BuildCookRun and headless automation tests.

unreal-engine 243 lines

Choosing Game Development skills

Install the skills that match requests you make every week. Each costs about 100 tokens of standing context until Claude loads it.

Start with

By technology

Install

Every Game Development skill in one command

Installs all 12 into ~/.claude/skills/. Add --project after -- to install into the current repository instead.

The installer is a 101-line POSIX shell script. It downloads each skill you name from claudeskills.page and unpacks it into your skills folder, nothing else: no sudo, no telemetry. Every skill page shows the full SKILL.md, so you can read what you install first. Read install.sh

All 12 Game Development skills

curl -fsSL https://claudeskills.page/install.sh \ | sh -s -- --category gamedev

Only the ones you want: list their names

curl -fsSL https://claudeskills.page/install.sh \ | sh -s -- ecs-architecture game-ai-pathfinding

Game Development skills FAQ

Short answers about installing and using these skills. For the details, read the install guide.

How do I install every Game Development skill at once?

Run curl -fsSL https://claudeskills.page/install.sh | sh -s -- --category gamedev to install all 12 into ~/.claude/skills/, adding --project to install into the current repository. Or download the bundle at https://claudeskills.page/downloads/category/gamedev.zip and unzip it yourself. To pick a few, pass their names instead: curl -fsSL https://claudeskills.page/install.sh | sh -s -- ecs-architecture game-ai-pathfinding game-performance.

Will installing 12 skills slow Claude Code down?

No. Claude Code keeps only each skill's short description in context — roughly 100 tokens per skill — and loads the full instructions only when a request matches. Install the whole category if it fits your work; unused skills cost almost nothing.

Which Game Development skill should I start with?

Start with Godot Games, ECS Architecture, Game AI and Pathfinding. They cover the most common requests in this category; add the rest as your work calls for them.

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