awesome-gamedev-agent-skills is a collection of 73 instruction files that give AI coding agents specialized guidance for game development with engines and frameworks such as Godot, Unity, Unreal, and Phaser. It helps agents choose relevant engine and task guidance while building games. The catalogue entries are the collection's skills and plugins for agents including Claude Code, Cursor, Codex, and Gemini CLI.
Getting it into your agent
One page per mod, every tool's command on it. A separate URL per tool would split the same page into five that compete with each other.
npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill defold-coregit clone --depth 1 https://github.com/gamedev-skills/awesome-gamedev-agent-skillsWrote this? Show the measurements
A badge with what this costs and how it scanned, read live from this page, so it follows the numbers instead of freezing them. Markdown for a README, HTML for a documentation site or a project page.
[](https://agentmods.dev/skills/gamedev-skills/awesome-gamedev-agent-skills/defold-core)<a href="https://agentmods.dev/skills/gamedev-skills/awesome-gamedev-agent-skills/defold-core"><img src="https://agentmods.dev/badge/skills/gamedev-skills/awesome-gamedev-agent-skills/defold-core/github.svg" alt="Measured on agentmods" height="20"></a>Or the 80×15 button, for a site that already has a row of RSS and ATOM ones. Only the verdict fits; the numbers stay here.
<a href="https://agentmods.dev/skills/gamedev-skills/awesome-gamedev-agent-skills/defold-core"><img src="https://agentmods.dev/badge/skills/gamedev-skills/awesome-gamedev-agent-skills/defold-core.svg" alt="Reviewed on agentmods" width="80" height="20"></a>- Socket pass
- Snyk pass
What it costs to keep this loaded
Counted locally with the o200k_base tokenizer, which is exact for GPT models; Claude uses its own tokenizer and its counts differ. Treat this as one consistent yardstick across the catalogue rather than a bill. Prices are per million input tokens.
| Model | Per session | Once invoked |
|---|---|---|
| Fable 5.1 | $0.00125 | $0.03202 |
| Opus 5.5 | $0.00050 | $0.01281 |
| Sonnet 5.5 | $0.00025 | $0.00640 |
| Haiku 4.5 | $0.00013 | $0.00320 |
Grade A, and why
defold-core scanned grade A with 0 findings against 26 rules in 11 categories — prompt injection, anti-refusal, data exfiltration, privilege escalation, supply chain, agent snooping, system-prompt leakage, SSRF and excessive agency — measured yesterday.
A static scan of the body, not an audit. Every finding is printed with the line that produced it so you can judge whether it matters here. A mod is markdown that instructs an agent; that is exactly why what it instructs is worth reading.
Nothing flagged
None of the 26 patterns this scan looks for appear in this file: no shell pipes, no recursive deletes, no credential paths, no hidden text, no instruction-override or anti-refusal phrasing, no agent-config snooping. That is not a guarantee, it is the absence of the things that are checkable.
How it starts
The opening of the file, as written. The whole thing — 266 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Defold Core
Structure, wire and verify a Defold game: editor resource files, the Lua script lifecycle, addressing and messages, runtime spawning and world loading, and a Bob build-and-run check. Examples target Defold 1.14.0; they were built with Bob 1.14.0 and run on the 1.14.0 headless engine. An existing project keeps its Defold version (see Version).
When to use
- Use when adding or fixing game objects, collections, scripts, input, messages, spawning or
level loading in a Defold project (
game.projectin the root,.collection,.go,.script,.gui_scriptfiles), or when Bob reports a missing resource.
When not to use: plain Lua or LÖVE projects (love2d-core); GUI layout, sprites,
tilemaps and physics depth beyond the pointers in the references; engine-agnostic design
handled by the related skills below.
Workflow
- Inspect first. Read
game.project([bootstrap] main_collection,[input] game_binding,[project] dependencies), the main collection, and the scripts near the request. Follow the project's folder layout, id naming and message names; do not reorganize. Note which Defold/Bob version CI or the team uses. - Edit the right file type. Game objects (
.go) hold components; collections (.collection) place game objects and other collections; logic goes in.script(game objects),.gui_script(GUI) or shared.luamodules. Editor files are protobuf text: keep their structure, and copy shapes fromreferences/file-formats.mdinstead of guessing fields. - Check references. Run
python scripts/check_defold_project.py <project-dir>(path relative to this skill folder; Python 3.10+, no Defold install needed). Fix everyERROR(missing or wrong-case/paths, agame.projectpath without the compiledcsuffix, arequirewhose file does not exist). Warnings cover files nothing uses yet, unfetched library dependencies and runtime-loaded files. Re-run until it exits 0. - Build with Bob.
java -jar bob.jar --root . --variant headless --archive resolve buildneeds JDK 25 and abob.jarmatching the project's Defold version. Exit 1 plus anERROR:line means a broken reference or a Lua syntax error (with file and line);references/file-formats.mdshows how to trace an error that names a generated file. - Run it. A build does not prove the game works. Run a headless bundle under a timeout
(
references/build-and-run.md) and read the log:ERROR:SCRIPT:lines are Lua runtime errors,ERROR:GAMEOBJECT:lines bad addresses or socket clashes. Require a line your test prints when it finishes; the exit code alone proves nothing. The headless engine has no keyboard or mouse, so check input changes in the editor or a desktop build, and say what you could not verify.
What ships with it
4 files beside SKILL.md in the same directory: the scripts, references and assets a skill reads on demand. Not counted in the per-session cost; read them before you install if any of them is executable.
What this file has done since we first saw it
Hashed on every crawl. A supply-chain change to an agent config is a question of when, not whether, so the history is kept rather than the latest state alone.
- yesterday First seen · 266 lines · 125 tokens per session scan A 339b91b14140
defold-core is a skill published in the GitHub repository gamedev-skills/awesome-gamedev-agent-skills (3,985 stars, last pushed yesterday), licensed Apache-2.0. It adds 125 tokens to every session and 3,202 once invoked, about $0.0005 per session on Opus 5.5. A static security scan graded it A with 0 findings. No closer match exists in the catalogue, so it is treated as the original; first seen 2026-10-24.
Other skills, from other repositories
screenshot-game-view
Capture a screenshot of the Unity Editor's Game View by reading its internal render texture directly. Image size matches the current Game View resolution; the tool corrects Y-flip on DirectX / Metal so the output is always upright. Requires an open Game View window.
editor-session-quit
Save and quit an editor that a CLI session started (unity-mcp-cli exec, open --headless). Needs the session lease nonce; an editor the user opened is never closed. Used by unity-mcp-cli close.
dialogue-manager
Use when using the Dialogue Manager addon — .dialogue files with titles, responses, conditions and mutations, runtime balloons, and C# support.
event-bus
Use when implementing decoupled communication between nodes — global EventBus autoload with typed signals.
physics-system
Use when working with physics bodies, collision shapes, raycasting, areas, rigid bodies, ragdolls, soft bodies, Jolt physics, and physics interpolation in Godot 4.3+.
biome-detail-tuning
Configure and tune Unity Terrain detail (grass/flower/fern) placement for MapGenerator biomes using prefabs and noise-driven clustering. Covers the full workflow from prefab selection through noise parameter tuning to external audit verification and performance optimization. Use when: setting up detail for any biome…