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 fps-shootergit 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/fps-shooter)<a href="https://agentmods.dev/skills/gamedev-skills/awesome-gamedev-agent-skills/fps-shooter"><img src="https://agentmods.dev/badge/skills/gamedev-skills/awesome-gamedev-agent-skills/fps-shooter/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/fps-shooter"><img src="https://agentmods.dev/badge/skills/gamedev-skills/awesome-gamedev-agent-skills/fps-shooter.svg" alt="Reviewed on agentmods" width="80" height="20"></a>- Socket pass
- Snyk pass
- NVIDIA SkillSpector 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 | $0.00050 | $0.01700 |
| Opus 5.5 | $0.00020 | $0.00680 |
| Sonnet 5.5 | $0.00010 | $0.00340 |
| Haiku 4.5 | $0.00005 | $0.00170 |
Grade A, and why
fps-shooter 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 2d ago.
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 — 124 lines — stays where its author put it; the contents beside it link to each section on GitHub.
FPS Shooter
A playbook for first-person shooters — the look/move controller, the shooting model, weapon feel, and combat. This is a compositional skill: it wires a 3D controller, input, and AI into a shooter. It does not re-teach 3D nodes or raycasts; it defines the shooting model and the feel knobs (TTK, recoil, spread) that decide whether the guns feel good.
When to use
- Use when building a first-person game whose core verb is aim and shoot — arena shooter, tactical FPS, PvE shooter, boomer-shooter.
- Use when deciding hitscan vs. projectile, tuning time-to-kill, recoil, spread, or aim feel.
When not to use: third-person/2D shooting → reuse the shooting model here but build the
camera/controller from the relevant genre. Wave survival with towers → tower-defense.
For the camera/character body itself, use godot-3d-essentials / unreal-cpp-gameplay.
Core loop
Scan → acquire a target → aim and fire → confirm the kill (feedback) → reposition / reload / advance. The whole experience rests on the aim-and-fire micro-loop feeling crisp: responsive look, clear hit feedback, and a death that reads instantly.
Must-have systems
- First-person controller — move (WASD/stick) + mouse/stick look, gravity, jump/crouch.
- Camera — eye-height view, configurable FOV and sensitivity, recoil kick.
- Shooting model — hitscan raycast and/or projectile spawn; one impact path for feedback.
- Weapons + ammo — damage, fire rate, magazine, reload, switching.
- Health + damage — HP, hit/headshot multipliers, death; player and enemy share the model.
- Enemy AI — perceive → alert → attack → search; cover and reaction delays (
game-ai). - Feedback — hitmarkers, impact decals/particles, hit sounds, screen shake, kill confirms.
- Objectives — what you do besides shoot: clear, capture, survive, escort.
Design knobs
| Knob | Effect | Sane default |
|---|---|---|
| Time-to-kill (TTK) | lethality, forgiveness | Tune dmg × fire-rate × HP together (refs). |
| Hitscan vs projectile | aim skill type | Hitscan = flick; projectile = lead/dodge. |
| Damage falloff | range limiting | Full to ~20 m, floor by ~60 m. |
| Headshot multiplier | skill reward | ~1.5–2.0×. |
| Recoil pattern | learnable kick | Fixed pattern > pure random. |
| Spread (bloom) | suppress laser-accuracy | First shot accurate; grows while firing. |
| Fire rate / magazine / reload | rhythm, downtime | Reload = vulnerability window. |
| Mouse sensitivity / FOV | comfort, readability | Always expose both as options. |
| Aim assist (pad) | controller parity | Magnetism/slowdown near targets. |
What ships with it
1 file 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.
- 2d ago Changed · +6 lines 86aadd96a3bb
- 1mo ago First seen · 118 lines · 50 tokens per session scan A b4772d548c9f
fps-shooter is a skill published in the GitHub repository gamedev-skills/awesome-gamedev-agent-skills (4,867 stars, last pushed 3d ago), licensed Apache-2.0. It adds 50 tokens to every session and 1,700 once invoked, about $0.0002 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 2026-08-30.
Other skills, from other repositories
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.
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.
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…