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 procedural-gengit 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/procedural-gen)<a href="https://agentmods.dev/skills/gamedev-skills/awesome-gamedev-agent-skills/procedural-gen"><img src="https://agentmods.dev/badge/skills/gamedev-skills/awesome-gamedev-agent-skills/procedural-gen/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/procedural-gen"><img src="https://agentmods.dev/badge/skills/gamedev-skills/awesome-gamedev-agent-skills/procedural-gen.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 | $0.00088 | $0.02157 |
| Opus 5.5 | $0.00035 | $0.00863 |
| Sonnet 5.5 | $0.00018 | $0.00431 |
| Haiku 4.5 | $0.00009 | $0.00216 |
Grade A, and why
procedural-gen 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.
Copies of this mod
1 near-identical copy found in the catalogue:
- procedural-gen — 92% identical, 47 lines differ
How it starts
The opening of the file, as written. The whole thing — 174 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Procedural generation
Generate levels, terrain, and loot from compact rules and a seed. The throughline
of good procgen is determinism: a single seed reproduces the same world, so
bugs are repeatable and players can share seeds. This skill owns the core
algorithms — noise, seeded RNG, dungeon layout, weighted tables; genres like
roguelike and survival-crafting consume it.
When to use
- Use to generate maps, dungeons, terrain heightmaps, item drops, or any content you do not want to author by hand.
- Use when results must be reproducible from a seed (debugging, daily challenges, shareable worlds).
- Use to pick weighted random outcomes (loot rarity, spawn tables).
When not to use: for the engine's tile API to paint the result, use
godot-tilemap or unity-tilemap-2d. For routing AI through the generated map,
use game-ai. For carefully hand-paced levels, use level-design — procgen and
authored design are complementary, not interchangeable.
Core workflow
- Own your randomness. Create one seeded RNG instance and pass it everywhere. Never call the global/static random in generation code — it makes results irreproducible and order-dependent.
- Pick the technique for the content. Continuous terrain/heightmaps → noise. Discrete rooms/corridors → space partitioning or agent-based carving. Outcomes with rarities → weighted tables.
- Generate into a plain data grid/array first, decoupled from rendering.
Generation fills
int[][]or a dict; a separate pass draws it. - Validate before shipping the result to the player. Is every room reachable? Is the spawn safe? Is there a path to the exit? Reject or repair layouts that fail; do not hand the player a broken map.
- Tune with the seed fixed so each parameter change is visible in isolation, then sweep seeds to check the distribution, not just one lucky map.
Patterns
1. Seeded, deterministic RNG (the foundation)
import random
rng = random.Random(seed) # a dedicated instance — NOT the global random.*
room_count = rng.randint(5, 12) # same seed -> same sequence, every run
# RIGHT: thread `rng` through every function that makes a choice.
# WRONG: calling random.randint(...) (global state) — order-dependent, unseedable.
What ships with it
2 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.
- 2d ago Changed · +21 lines · +7 tokens per session 4bd422eff2c2
- 1mo ago First seen · 153 lines · 81 tokens per session scan A 709ccd2dd1e0
procedural-gen 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 88 tokens to every session and 2,157 once invoked, about $0.0004 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…