claude

game-dev

Complete game development plugin — 25 skills, 7 commands, 3 agents, 5 hooks. Genre-agnostic patterns for any game type.

26 on GitHubby Fabriciov1.3.0MITupdated 25 days agodevelopment
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Plugin game-dev from marketplace fcsouza-agent-skills in fcsouza/agent-skills. Commands read from the repo's manifest — 25 days ago.

This plugin runs code on your machine — its hooks fire automatically on events like tool use and it starts local MCP servers. The exact commands are listed below; read them before installing.

What it installs

Skills (25)

  • design-game-design-fundamentals

    Use when designing core game loops, feedback systems, player motivation models, MDA framework analysis, progression curves, difficulty tuning, reward schedules, or any genre-agnostic game design theory.

  • design-game-economy-design

    Use when designing virtual economies, currencies, sink/faucet balance, loot tables, crafting systems, shops, or inflation control. Triggers: economy, currency, sinks, loot, inflation, crafting, shop.

  • design-level-design

    Use when designing game levels, environments, difficulty curves, pacing, encounter placement, or spatial layouts for any game genre. Triggers: level, pacing, difficulty curve, encounter, environment, spatial design.

  • design-procedural-gen

    Use when implementing procedural content generation, dungeon or map generation, procedural loot tables, world seeds, noise-based terrain, NPC behavior variation, or wave function collapse. Triggers: procedural, dungeon gen, map gen, loot table, world seed, noise, BSP, wave function collapse, randomi

  • design-quest-mission-design

    Use when designing quests, missions, objectives, quest trees, or reward structures. Requires quest-narrative-coherence check before any quest creation. Triggers: quest, mission, objectives, quest tree, rewards.

  • design-skill-progression-trees

    Use when designing or implementing skill trees, talent trees, ability progression systems, or unlock graphs. Triggers: skill tree, talent tree, ability tree, progression system, unlock, prestige, node, skill points.

  • design-ui-ux-game

    Use when designing game UI — HUD patterns, menu systems, onboarding flows, feedback loops, accessibility features, or notification systems. Triggers: HUD, menu, onboarding, accessibility, UI, UX, game interface.

  • engineering-betterauth-integration

    Use when implementing authentication, login flows, OAuth, JWT sessions, or role-based access control (RBAC) for games with BetterAuth. Triggers: auth, login, OAuth, JWT, roles, permissions, RBAC.

  • engineering-bullmq-game-queues

    Use when implementing job queues, matchmaking systems, async game events, delayed jobs, or scheduled tasks with BullMQ. Triggers: queue, matchmaking, async events, jobs, workers, scheduling.

  • engineering-elevenlabs-sound-music

    Use when adding audio to a game — SFX generation, adaptive music, voice acting, and audio state machine integration. Covers BOTH ElevenLabs API AND Vertex AI Lyria as user-choosable alternatives for game audio production.

  • engineering-game-backend-architecture

    Use when building game servers, WebSocket connections, room management, game tick loops, or server-authoritative architecture with Elysia. Triggers: game server, WebSocket, rooms, tick loop, server architecture, multiplayer backend.

  • engineering-game-state-sync

    Use when implementing client-server state synchronization, delta compression, optimistic updates, rollback netcode, or real-time game state reconciliation. Triggers: state sync, netcode, delta, rollback, interpolation, prediction.

  • engineering-gameplay-analytics

    Use when tracking player events, implementing retention analytics, building engagement funnels, measuring D1/D7/D30 retention, or setting up gameplay telemetry. Triggers: analytics, telemetry, events, retention, D1 D7 D30, funnel, engagement, session tracking, player behavior.

  • engineering-matchmaking-system

    Use when implementing player matchmaking, skill-based match selection, lobby systems, queue management, or rank-based grouping. Triggers: matchmaking, lobby, queue, ELO, skill-based, rank, match players, pairing, bracket.

  • engineering-postgres-game-schema

    Use when designing game database schemas, player data models, inventory systems, or working with Drizzle ORM and PostgreSQL for games. Triggers: database, schema, Drizzle, players, inventory, leaderboards, game data.

  • engineering-redis-game-patterns

    Use when implementing Redis patterns for games — caching, leaderboards, pub/sub messaging, session storage, rate limiting, or ephemeral game state. Triggers: Redis, cache, leaderboard, pub/sub, rate limit, session.

  • engineering-stripe-game-payments

    Use when implementing game payments, in-app purchases, subscriptions, Stripe webhooks, or monetization flows. Triggers: payments, IAP, subscription, Stripe, checkout, webhooks, monetization.

  • infrastructure-ci-cd-game

    Use when setting up CI/CD pipelines, GitHub Actions workflows, deployment automation, migration safety, or staging environments for game projects. Triggers: CI/CD, GitHub Actions, deployment, pipeline, staging.

  • infrastructure-claude-code-game-workflow

    Use when starting a game project, choosing which skill to read, or navigating the game-dev skill ecosystem. Entry point for AI agents working on game development. Triggers: workflow, which skill, how to start, game project setup.

  • infrastructure-cursor-codex-integration

    Use when configuring Cursor IDE or OpenAI Codex for game development — .cursorrules files, prompt conventions, context injection. Triggers: cursor, .cursorrules, codex, IDE setup.

  • infrastructure-monitoring-game-ops

    Use when implementing game monitoring, structured logging, player telemetry, alerting rules, or performance budgets. Triggers: monitoring, logging, telemetry, alerts, observability, metrics.

  • narrative-character-design-narrative

    Use when creating game characters, NPCs, character arcs, dialogue systems, archetypes, or character bibles. Triggers: character, NPC, dialogue, archetype, character bible, motivation arc.

  • narrative-quest-narrative-coherence

    Use when creating any quest, mission, or story content — enforces the 5-step narrative coherence check: lore validation, conflict detection, quest registry, and contradiction prevention. Triggers: coherence check, lore validation, quest registry, narrative consistency.

  • narrative-story-structure-game

    Use when designing interactive narratives, branching storylines, player agency systems, non-linear story structures, or act frameworks for games. Triggers: branching narrative, player agency, story arc, interactive story, dialogue.

  • narrative-worldbuilding

    Use when creating game worlds, lore, factions, geography, timelines, or establishing world consistency rules. Genre-agnostic — works for fantasy, sci-fi, modern, or abstract settings. Triggers: lore, factions, geography, world bible, world creation.

Slash commands (7)

  • /game-dev:game-architect

    Comprehensive game MVP interviewer and planner. Interviews you in progressive groups, researches genre conventions and reference games, then produces an actionable MVP First Draft with starter project files.

  • /game-dev:game-balance

    Analyzes a game system against plugin design principles — economy health metrics, difficulty curve, reward schedules, and progression cost curves. Flags imbalances with severity levels.

  • /game-dev:game-build

    Builds a game component from the MVP plan — production TypeScript + Vitest tests + mock dependencies + build registry tracking. Run /game-architect first to generate the plan.

  • /game-dev:game-expand

    Adds a new feature to an existing MVP plan — scoped architect interview, scope validation against original plan, and integration into the build sequence. Run /game-architect first.

  • /game-dev:game-lore

    Adds or updates a single world lore entry (faction, location, NPC, or event) — validates against existing lore for consistency, applies the right template, and updates docs/world-lore.md.

  • /game-dev:game-quest

    Designs a single quest end-to-end — coherence check, objective tree, quest brief, and registry entry. Requires docs/world-lore.md and docs/quest-registry.md.

  • /game-dev:game-review

    Audits existing game code against plugin patterns — checks server-authority, schema conventions, auth security, payment safety, narrative coherence, and MVP scope drift. Use after building components or before committing.

Subagents (3)

  • game-designer

    Use for game design work — core loops, economy balance, level design, progression systems, UX flows, feature specs. Triggers on: design, balance, economy, progression, player experience, core loop, level design, UI flow, game feel, monetization, retention.

  • game-engineer

    Use for implementing server-side game systems — schemas, API routes, WebSocket handlers, job queues, Redis patterns, auth, and payments. Triggers on: implement, add endpoint, create schema, set up queue, write migration, add WebSocket, fix bug, server-side, backend.

  • narrative-writer

    Use for all narrative content — quests, characters, NPCs, world lore, story arcs, factions, dialogue. Triggers on: create quest, add character, write NPC, world lore, story arc, faction, dialogue, narrative, coherence check.

MCP servers (3)

  • github

    runs: bunx -y @modelcontextprotocol/server-github

  • context7

    runs: bunx -y @upstash/context7-mcp

  • playwright

    runs: bunx -y @executeautomation/playwright-mcp-server

Hooks (6)

  • SessionStart

    ${CLAUDE_PLUGIN_ROOT}/scripts/session-start.sh

  • UserPromptSubmit

    ${CLAUDE_PLUGIN_ROOT}/scripts/detect-skill.sh

  • PreToolUse

    ${CLAUDE_PLUGIN_ROOT}/scripts/check-narrative.sh

  • PreToolUse

    ${CLAUDE_PLUGIN_ROOT}/scripts/check-destructive-db.sh

  • PostToolUse

    ${CLAUDE_PLUGIN_ROOT}/scripts/biome-format.sh

  • Stop

    ${CLAUDE_PLUGIN_ROOT}/scripts/session-end.sh

View source on GitHub

More from fcsouza/agent-skills

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Game development workflow commands as skills — architect, build, review, balance, expand, quest, and lore generation.

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Game design skills — core loops, economy, levels, procedural generation, quests, skill trees, and UI/UX patterns.

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Game engineering skills — backend architecture, state sync, auth, payments, analytics, matchmaking, Redis, BullMQ, and audio.

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Game infrastructure skills — CI/CD pipelines, Claude Code workflows, Cursor integration, and monitoring/ops.

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Game narrative skills — character design, quest coherence, worldbuilding, and story structure for interactive games.

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Standalone skills — React animations and OpenClaw Genie.

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