Skill rating
73 skills. The A–F grade combines safety (60%) and quality (40%); tests add a bonus. The rating refreshes automatically from open catalogs.
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| # | Grade | Skill | Score ▾ | Safety | Quality | Process | Tests | Popularity | Updated |
|---|---|---|---|---|---|---|---|---|---|
| 1 | A | threejs-gltf-loadingProcedureBlenderSoftware developmentgamedev-skills/awesome-gamedev-agent-skillsAgent Skills Load glTF/GLB models in three.js with GLTFLoader and play their skinned animations with AnimationMixer, including DRACO/Meshopt-compressed meshes and KTX2 textures. Use when importing 3D models into t | 100 | 92 | C | — | ★ 980 | 4 d ago | |
| 2 | A | create-game-assetsAnalyzerSoftware developmentInfrastructuregamedev-skills/awesome-gamedev-agent-skillsAgent Skills Plan, generate, source, normalize, and validate cohesive visual game assets. Use for art direction, style bibles, sprites, tilesets, backgrounds, UI art, icons, textures, concept art, or 3D asset brie | 100 | 91 | C | — | ★ 980 | 4 d ago | |
| 3 | A | ai-behavior-trees-utility-aiGeneratorAI and agentsgamedev-skills/awesome-gamedev-agent-skillsAgent Skills Build a production behavior-tree runtime (Blackboard, action/condition leaves, sequence/selector/parallel composites, decorators) and a Utility AI system (response curves — linear, exponential, sigmoi | 100 | 88 | C | — | ★ 980 | 4 d ago | |
| 4 | A | threejs-materials-lightingProcedureSoftware developmentgamedev-skills/awesome-gamedev-agent-skillsAgent Skills Light and shade a three.js scene: choose materials (MeshStandardMaterial PBR vs unlit MeshBasicMaterial), add ambient/hemisphere/directional/point/spot lights, turn on shadow maps, and use an environm | 100 | 88 | C | — | ★ 980 | 4 d ago | |
| 5 | A | performance-optimizationProcedureSoftware developmentgamedev-skills/awesome-gamedev-agent-skillsAgent Skills Find and fix game performance problems methodically — measure with the engine profiler first, reason about the frame-time budget, locate the CPU-vs-GPU bottleneck, then apply the right fix: object poo | 100 | 88 | C | — | ★ 980 | 4 d ago | |
| 6 | A | phaser-arcade-physicsProcedureSoftware developmentgamedev-skills/awesome-gamedev-agent-skillsAgent Skills Use Phaser 4 Arcade Physics: enable the world, give sprites bodies, set velocity/acceleration/gravity, and resolve collisions with colliders, overlaps, groups, and world bounds. Use when a Phaser game | 100 | 88 | C | — | ★ 980 | 4 d ago | |
| 7 | A | roblox-datastoresProcedureSoftware developmentgamedev-skills/awesome-gamedev-agent-skillsAgent Skills Persist player data in Roblox with DataStoreService: GetDataStore, GetAsync/ SetAsync/UpdateAsync/IncrementAsync wrapped in pcall, load-on-join and save-on-leave plus BindToClose, retries, and Ordered | 100 | 88 | C | — | ★ 980 | 4 d ago | |
| 8 | A | threejs-scene-setupProcedureSoftware developmentgamedev-skills/awesome-gamedev-agent-skillsAgent Skills Stand up a three.js scene: import maps and the three/addons path, the Scene/PerspectiveCamera/WebGLRenderer trio, the setAnimationLoop render loop, responsive resize, and OrbitControls. Use when start | 100 | 88 | C | — | ★ 980 | 4 d ago | |
| 9 | A | shader-programmingProcedureInfrastructureWriting and documentsgamedev-skills/awesome-gamedev-agent-skillsAgent Skills Write game shaders from cross-engine fundamentals — the vertex→fragment pipeline, coordinate spaces, UV math, and common 2D/3D effects (tint, UV scroll, dissolve, outline, fresnel rim, vignette) in GL | 100 | 88 | C | — | ★ 980 | 4 d ago | |
| 10 | A | unity-scriptableobjectsProcedureSoftware developmentWriting and documentsgamedev-skills/awesome-gamedev-agent-skillsAgent Skills Architect Unity 6.3 LTS data and decoupling with ScriptableObjects: config/data assets, shared runtime variables, event channels, and runtime sets/registries. Use when designing data-driven systems, r | 100 | 88 | C | — | ★ 980 | 4 d ago | |
| 11 | A | dialogue-systemsGeneratorSoftware developmentgamedev-skills/awesome-gamedev-agent-skillsAgent Skills Build branching dialogue and narrative — a node/choice graph with conditions, variables, and localization hooks — and choose between authoring tools Ink and Yarn Spinner or a custom data-driven runner | 100 | 88 | C | — | ★ 980 | 4 d ago | |
| 12 | A | unity-csharp-scriptingGeneratorWriting and documentsgamedev-skills/awesome-gamedev-agent-skillsAgent Skills Write Unity 6.3 LTS C# gameplay scripts: the MonoBehaviour lifecycle (Awake/OnEnable/Start/Update/FixedUpdate/LateUpdate), GameObject and component access, coroutines, and Inspector serialization. Use | 100 | 88 | C | — | ★ 980 | 4 d ago | |
| 13 | A | unreal-behavior-treesGeneratorSoftware developmentgamedev-skills/awesome-gamedev-agent-skillsAgent Skills Build NPC AI in Unreal Engine 5 with Behavior Trees and Blackboards: composites (Selector/Sequence), tasks, decorators, services, and running the tree from an AIController. Use when creating enemy/NPC | 100 | 88 | C | — | ★ 980 | 4 d ago | |
| 14 | A | unreal-enhanced-inputProcedureSoftware developmentWriting and documentsgamedev-skills/awesome-gamedev-agent-skillsAgent Skills Set up player input in Unreal Engine 5 with Enhanced Input: Input Actions, Input Mapping Contexts, modifiers and triggers, adding the mapping context, and binding actions by ETriggerEvent. Use when wi | 100 | 88 | D | — | ★ 980 | 4 d ago | |
| 15 | A | pixijs-renderingGeneratorSoftware developmentgamedev-skills/awesome-gamedev-agent-skillsAgent Skills Build a PixiJS v8 render layer: create the async Application, load textures with Assets, compose the scene graph with Container and Sprite, drive the ticker loop, wire pointer events, and group draws | 100 | 88 | C | — | ★ 980 | 4 d ago | |
| 16 | A | Build game cameras that feel good — 2D follow with a deadzone, look-ahead, smoothing, and level-bounds clamping; 3D third-person orbit with collision and first-person look; plus multi-target framing a | 100 | 88 | D | — | ★ 980 | 4 d ago | |
| 17 | A | Tune game physics for stable, good-feeling motion — fixed vs variable timestep, render interpolation, mass/gravity/drag, continuous collision detection (CCD) to stop tunneling, fixing jitter, and coll | 100 | 88 | C | — | ★ 980 | 4 d ago | |
| 18 | A | Generate game content procedurally — seeded deterministic RNG, value/Perlin/ Simplex noise for terrain and heightmaps, grid dungeon generation (rooms + corridors, BSP, random walk), and weighted loot/ | 100 | 88 | C | — | ★ 980 | 4 d ago | |
| 19 | A | godot-signals-groupsGeneratorSoftware developmentgamedev-skills/awesome-gamedev-agent-skillsAgent Skills Build event-driven, decoupled Godot 4.7 gameplay with signals and node groups: declare and emit custom signals, connect with Callables (incl. bind/one-shot), and broadcast to many nodes via groups and | 100 | 88 | D | — | ★ 980 | 4 d ago | |
| 20 | A | unity-build-pipelineProcedureSoftware developmentgamedev-skills/awesome-gamedev-agent-skillsAgent Skills Build and ship Unity 6.3 LTS players: build settings and scenes, player/quality settings, the IL2CPP vs Mono scripting backend, managed code stripping, scripted BuildPipeline.BuildPlayer, and CI/headl | 100 | 88 | C | — | ★ 980 | 4 d ago | |
| 21 | A | unreal-cpp-gameplayGeneratorSoftware developmentgamedev-skills/awesome-gamedev-agent-skillsAgent Skills Write Unreal Engine 5 C++ gameplay code: the UCLASS/UPROPERTY/UFUNCTION reflection macros, the Gameplay Framework (GameMode, Pawn, Character, PlayerController, Actor components), and the module Build. | 100 | 88 | C | — | ★ 980 | 4 d ago | |
| 22 | A | Architect game input — action mapping (abstracting keys into named actions), rebinding with conflict detection and persistence, multi-device support (keyboard, gamepad, touch), analog deadzones, and f | 100 | 88 | C | — | ★ 980 | 4 d ago | |
| 23 | A | godot-3d-essentialsProcedureSoftware developmentMarketinggamedev-skills/awesome-gamedev-agent-skillsAgent Skills Set up a Godot 4.7 3D scene: Node3D transforms, Camera3D, lighting (DirectionalLight3D/OmniLight3D), WorldEnvironment for sky/ambient/tonemap/post, MeshInstance3D materials, and GridMap for tile-based | 100 | 88 | C | — | ★ 980 | 4 d ago | |
| 24 | A | Structure and debug a LÖVE (Love2D) game in Lua: the love.load/update/draw loop, delta-time movement, input, and screen states. Use when building a LÖVE 11.x game (main.lua, conf.lua, .love). | 100 | 88 | C | — | ★ 980 | 4 d ago | |
| 25 | A | Structure a pygame (pygame-ce) game in Python: the init/event/update/draw loop, delta-time movement, Surface/Rect blitting, keyboard/mouse input, and Sprite/Group management with collision. Use when b | 100 | 88 | D | — | ★ 980 | 4 d ago | |
| 26 | A | Script a Roblox experience in Luau: get services, create and parent Instances, connect events, run server Scripts vs client LocalScripts, and communicate across the client/server boundary with RemoteE | 100 | 88 | C | — | ★ 980 | 4 d ago | |
| 27 | A | Implement game audio practice — bus/mixer architecture and gain in decibels, ducking (sidechain), adaptive/dynamic music via layering and re-sequencing, SFX variation, and beat synchronization. Engine | 100 | 88 | C | — | ★ 980 | 4 d ago | |
| 28 | A | Design and build playable levels — the blockout/whitebox-to-playable workflow, player metrics and grid layout, pacing and flow (tension/rest curve), gating and the critical path, and encounter design. | 100 | 88 | C | — | ★ 980 | 4 d ago | |
| 29 | A | survival-craftingGeneratorSoftware developmentgamedev-skills/awesome-gamedev-agent-skillsAgent Skills Build a survival-crafting game: resource gathering, inventory, crafting and a tech tree, needs (hunger/thirst/temperature), and base building. Use for a survival or crafting/base-building game. | 100 | 88 | D | — | ★ 980 | 4 d ago | |
| 30 | A | godot-nodes-scenesProcedureSoftware developmentgamedev-skills/awesome-gamedev-agent-skillsAgent Skills Structure a Godot 4.7 project with the scene tree and node composition: build reusable scenes, instance PackedScenes at runtime, navigate the tree safely, and register autoload singletons. Use when de | 100 | 88 | D | — | ★ 980 | 4 d ago | |
| 31 | A | unity-input-systemProcedureSoftware developmentgamedev-skills/awesome-gamedev-agent-skillsAgent Skills Wire player input in Unity 6.3 LTS with the Input System package: Input Actions, action maps, the PlayerInput component, and reading values via callbacks or polling. Use when the project has a .inputa | 100 | 88 | C | — | ★ 980 | 4 d ago | |
| 32 | A | unreal-blueprintsGeneratorSoftware developmentgamedev-skills/awesome-gamedev-agent-skillsAgent Skills Build Unreal Engine 5 gameplay with Blueprint visual scripting: Blueprint Classes, the Event Graph and Construction Script, variables/functions/macros, and Blueprint communication (Cast, Interfaces, E | 100 | 88 | D | — | ★ 980 | 4 d ago | |
| 33 | A | godot-2d-movementProcedureSoftware developmentgamedev-skills/awesome-gamedev-agent-skillsAgent Skills Implement 2D kinematic character movement in Godot 4.7 with CharacterBody2D and move_and_slide(): platformer run/jump with gravity, top-down 8-direction motion, slope handling, and reading collisions. | 100 | 88 | C | — | ★ 980 | 4 d ago | |
| 34 | A | godot-multiplayerGeneratorSoftware developmentgamedev-skills/awesome-gamedev-agent-skillsAgent Skills Build networked games with Godot 4.7 high-level multiplayer: set up an ENetMultiplayerPeer server/client, define RPCs with the @rpc annotation (call via rpc()/rpc_id()), set per-node multiplayer autho | 100 | 88 | D | — | ★ 980 | 4 d ago | |
| 35 | A | Set up and debug a Phaser 4 game: the Game config, the Scene lifecycle (init/preload/create/update), the asset loader, cameras, and cross-scene communication. Use when building or debugging a Phaser g | 100 | 88 | C | — | ★ 980 | 4 d ago | |
| 36 | A | Design and build game UI/UX — HUDs, menus, and overlays — that survive every screen: anchor- based responsive layout, resolution/aspect scaling and safe areas, keyboard/gamepad focus navigation, a scr | 100 | 88 | D | — | ★ 980 | 4 d ago | |
| 37 | A | godot-ui-controlGeneratorSoftware developmentgamedev-skills/awesome-gamedev-agent-skillsAgent Skills Build Godot 4.7 user interfaces with Control nodes: anchors and offsets for responsive layout, Container nodes (VBox/HBox/Grid/Margin) for automatic arrangement, Theme resources for consistent styling | 100 | 88 | D | — | ★ 980 | 4 d ago | |
| 38 | A | Structure a Bevy app around its Entity Component System: build the App with plugins, define Component/Resource types, write systems with Query/Res/Commands, filter and order systems, and use the Time | 100 | 88 | C | — | ★ 980 | 4 d ago | |
| 39 | A | Publish and update a game on itch.io: create the project page and upload builds with the butler CLI (butler push) to named channels. Use for itch.io publishing, butler push, channel naming for Windows | 100 | 88 | C | — | ★ 980 | 4 d ago | |
| 40 | A | Add "juice" and game feel that makes actions satisfying — screen shake, hit-stop/freeze frames, tweened/eased motion, squash & stretch, knockback, and layered audio-visual feedback — as engine-neutral | 100 | 88 | C | — | ★ 980 | 4 d ago | |
| 41 | A | Animate in Godot 4.7 three ways: AnimationPlayer for keyframed clips (incl. call and signal tracks), AnimationTree with state machines and blend spaces for character animation, and Tween for short pro | 100 | 88 | D | — | ★ 980 | 4 d ago | |
| 42 | A | Design data-driven Godot 4.7 games with custom Resource classes: define typed data with class_name + @export, save/load .tres/.res files, instance and duplicate resources, and load on demand with Reso | 100 | 88 | D | — | ★ 980 | 4 d ago | |
| 43 | A | Drive Unity 6.3 LTS character animation with Animator Controllers: states, transitions, parameters, blend trees, animation layers, and humanoid Avatar IK. Use when wiring an Animator, setting paramete | 100 | 88 | C | — | ★ 980 | 4 d ago | |
| 44 | A | Build a tower defense: enemies pathing along lanes, wave spawning, towers that auto-target and fire, an economy, and lives. Use for a tower-defense/wave-defense game, or balancing waves and economy. | 100 | 88 | C | — | ★ 980 | 4 d ago | |
| 45 | A | godot-gdscriptGeneratorSoftware developmentWriting and documentsgamedev-skills/awesome-gamedev-agent-skillsAgent Skills Write idiomatic GDScript for Godot 4.7: static typing, the node lifecycle (_ready/_process/_physics_process), @export/@onready/@tool annotations, signals, and await for asynchronous flow. Use when edi | 100 | 88 | D | — | ★ 980 | 4 d ago | |
| 46 | A | Design NPC and enemy decision-making with finite state machines, behavior trees, steering behaviors, and A* pathfinding — engine-neutral algorithms that pair with the detected engine's navigation API. | 100 | 88 | C | — | ★ 980 | 4 d ago | |
| 47 | A | Build a visual novel: a branching script, character and background display, a text box with choices, save/load, backlog, and skip/auto. Use for a VN, dating sim, or branching story game. | 100 | 88 | C | — | ★ 980 | 4 d ago | |
| 48 | A | Use Godot 4.7 physics bodies and detection in 2D and 3D: RigidBody, StaticBody, Area, and CharacterBody; collision layers vs masks; contact/overlap signals; and raycasts (RayCast nodes and direct spac | 100 | 88 | D | — | ★ 980 | 4 d ago | |
| 49 | A | Write Godot 4.7 shaders in the Godot Shading Language: canvas_item shaders for 2D and spatial shaders for 3D, with vertex/fragment functions, uniforms (source_color, hint_range), TIME/UV animation, an | 100 | 88 | C | — | ★ 980 | 4 d ago | |
| 50 | A | Build and edit tile-based 2D levels in Godot 4.7 with TileMapLayer and TileSet: paint layers, set up collision/navigation/custom-data on tiles, autotile with terrain sets, and read/write cells from co | 100 | 88 | D | — | ★ 980 | 4 d ago |