gamestack
01Plugin Claude Code
Plugin marketplace listing 5 plugins: gamestack, godot, unreal, unity-jahro, bmad-game-dev-studio.
Plugin Claude Code
Plugin marketplace listing 5 plugins: gamestack, godot, unreal, unity-jahro, bmad-game-dev-studio.
Settings file Claude Code
Agent settings configuring enabledPlugins.
Plugin Claude Code
The engine-agnostic foundation of the gamestack framework — the design/discipline brain, organized into four tiers: universal craft (game-design fundamentals, game feel & juice, level design, onboarding, UI/UX, difficulty & balancing, pacing, art direction), technical craft (3D graphics & rendering, shaders & VFX…
Skill Claude CodeCodex
Use when designing, choosing, or reviewing the rendering layer of any real-time 3D (or 2D-with-lighting) game — the rasterization pipeline, PBR vs stylized/NPR materials, the forward/deferred/forward+ lighting architecture, global-illumination and shadow choices, culling/LOD/draw-call/overdraw performance budgets, and…
Skill Claude CodeCodex
Use when keeping AI-authored or procedurally-generated content coherent at scale — single voice across a corpus, a machine-readable lore bible with a "never violate" list, generate-then-rationalize causation, recurring thematic domains so generated figures cohere into arcs, the oatmeal/sameness problem, and the…
Skill Claude CodeCodex
Use when designing, speccing, or reviewing a character/object motion system in ANY engine — the rig and skeleton, skinning (linear blend vs dual-quaternion, the candy-wrapper artifact), forward vs inverse kinematics, IK solvers (two-bone, FABRIK, CCD, look-at), blend trees and blend spaces (1D/2D), animation state…
Skill Claude CodeCodex
Use when making design-level (not asset-production) decisions about how a game looks and reads — readability vs. fidelity, silhouette design, value/contrast as eye-direction, reserved signal colors, visual-language consistency, and how an AI engine keeps a coherent house style across generated content. Triggers on…
Skill Claude CodeCodex
Use when designing, tuning, or reviewing combat and game feel — juice/feedback budgets, hit-stop and impact, telegraphing and danger cues, enemy silhouettes and role-based rosters, multi-enemy readability, encounter pacing, and high-lethality (Souls-like) commitment/stamina/checkpoint loops. Also use to diagnose…
Skill Claude CodeCodex
Use when designing, tuning, or reviewing the difficulty or balance of any game system — encounter tuning, cost curves, dominant-strategy audits, dynamic difficulty adjustment (DDA), difficulty settings, and accessibility assists. Also use to diagnose "this is too hard/too easy", "everything feels overpowered", a…
Skill Claude CodeCodex
The platform router for the gamestack framework. Use when a game's design is ready to implement, when the target engine is chosen or needs choosing, or when handing off a spec to engine code — "build this in Godot/Unity/Unreal/Three.js", "which engine", "now implement it", "wire the design to code". Routes design…
Skill Claude CodeCodex
The foundational design discipline — the spine the rest of the pack cross-links to. Use when judging whether a mechanic is fun, auditing a system for balance, designing difficulty/flow, setting reward schedules, checking player motivation, or diagnosing "my choices don't matter" / "this is grindy" / "this difficulty…
Skill Claude CodeCodex
The orchestrator for designing a game end to end. Use when starting or steering a game's design — "I'm making a game", "where do I start", "design this game with me", "what's next in the design", or running headless to take a concept to generated, reviewed content. Engine-agnostic; tuned for procedural / AI-authored…
Skill Claude CodeCodex
Use when designing, tuning, or reviewing the moment-to-moment feel of ANY action in ANY genre — responsiveness, input latency, forgiveness windows (coyote time, input buffering), the juice toolkit (hit-stop, screen shake, squash/stretch, particles, easing, sound layering), the 12 animation principles, camera feel, and…
Skill Claude CodeCodex
Check whether the installed gamestack plugin is behind the marketplace's latest version and update it in place. Use when asked to "upgrade gamestack", "update gamestack", "check for gamestack updates", "is gamestack up to date", "auto update the plugin", "gamestack upgrade", or "what's new in gamestack". Pure…
Skill Claude CodeCodex
Use when bringing any system — visual (terrain/biome/dungeon/town/castle/character/enemy/NPC/spell-fx), systemic (balance/economy/difficulty), or narrative (lore/quests) — up to fidelity with its intended target through repeated cycles, in any engine. Covers the generic Reference → Diff → Prioritize →…
Skill Claude CodeCodex
Use when designing, generating, or reviewing the craft of an individual level, zone, or encounter — layout, wayfinding, structural type, lock-and-key gating, antepieces, arena design, in-level pacing, and the greybox process. Also use to diagnose levels where players get lost, challenge feels unfair, pacing drags, or…
Skill Claude CodeCodex
Use when designing quests, reactivity, and factions — quest structure beyond fetch-and-return, branching that honors player choice, reactivity systems on a budget (the "facts database"), procedural/radiant quests as a supplement to hand-authored ones, and faction allegiance dilemmas. Also use to diagnose quests that…
Skill Claude CodeCodex
Use when designing, reviewing, or generating the introduction to ANY mechanic in ANY genre — the four-beat teaching pattern (introduce→test→combine→twist), show-don't-tell level design, progressive disclosure and scaffolding, the mechanic dependency graph, FTUE (first-time user experience), early retention funnels…
Skill Claude CodeCodex
Use when designing, generating, or reviewing the spatial side of an open world — macro-layout and terrain, landmarks and sightlines, biome identity, verticality, navigation/wayfinding, signal color, exploration pull, and spatial pacing (the wonder→fear gradient, tension/release). Also use to diagnose a world that…
Skill Claude CodeCodex
Use when designing, auditing, or generating the macro arc of an experience — how engagement rises and falls across an encounter, a session, a level, and an entire playthrough. Covers the interest curve and fractal pacing, tension/rest rhythm, novelty cadence and mid-game sag, nested engagement loops and retention…
Skill Claude CodeCodex
Use when designing high-lethality / permadeath / single-save combat and the systems around it — making death fair and readable, mitigating the cost of failure without removing stakes (short runs, opt-in difficulty, deterministic anti-save-scum), meta-progression and diegetically-integrated death (roguelike vs.…
Skill Claude CodeCodex
Use when designing or building a content generator — terrain, dungeons, quests, items, lore, history — or diagnosing generated content that feels samey, generic, or soulless. Covers the "10,000 bowls of oatmeal" problem, perceptual vs. mathematical uniqueness, the handcrafted-anchor + constrained-fill hybrid…
Skill Claude CodeCodex
Use when generating or reviewing the GEOMETRY of a game — procedural terrain, meshes, structures, and scatter. Covers noise as the substrate (Perlin/Simplex/value noise, fractal Brownian motion, domain warping), terrain generation (heightfield vs voxel/SDF, marching cubes, dual contouring, hydraulic/thermal erosion…
Skill Claude CodeCodex
Run this to review a batch of procedurally- or AI-generated game content (dungeons, regions, quests, items, NPCs, lore, history) before it's committed. Stands in for the human designer's eye in a headless generation loop. Runs the oatmeal test (perceptual sameness), the fanfic/retell test (is it worth retelling), a…