Implement reusable decision systems for game characters using behavior trees, which organize conditional actions, and Utility AI, which scores available choices. Build either approach or combine them to control patrols, combat, targeting, and needs-based behavior.
- Build a reusable behavior tree runtime
- Choose attacks or targets using action scores
- Combine patrol and combat trees with Utility AI
gamedev-skills/awesome-gamedev-agent-skills☆ 3.1KUpdated Oct 23, 2026
Design game audio with grouped volume controls, music that responds to gameplay, and varied sound effects. Plan how music lowers during dialogue and how events follow the beat, using principles that can be adapted to different game engines.
- Plan grouped volume controls for music, effects, and dialogue
- Lower background music while dialogue plays
- Change music layers or segments with gameplay intensity
gamedev-skills/awesome-gamedev-agent-skills☆ 3.1KUpdated Oct 23, 2026
Build and debug Rust games in Bevy using ECS, a way to separate game data from behavior. Organize apps and plugins, query entities, control execution order, and fix conflicting data access or frame-dependent movement.
- Organizing a Bevy app with plugins
- Defining components and shared resources
- Fixing conflicting queries and execution order
gamedev-skills/awesome-gamedev-agent-skills☆ 3.1KUpdated Oct 23, 2026
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 and a shake hook. Engine-neutral techniques that pair with the engine's camera node and rigs like Unity Cinemachine or Godot Camera2D/PhantomCamera. Use when the user mentions camera follow, follow camera, deadzone, look-ahead, camera smoothing, camera bounds/ limits, third-person camera, orbit camera, first-person look, Cinemachine, or camera jitter.
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gamedev-skills/awesome-gamedev-agent-skills☆ 3.1KUpdated Oct 23, 2026
Design the core rules of a card game, including decks, hands, discards, drawing, shuffling, turns, and resource costs. Represent card effects as data and define their resolution order so card movement and gameplay outcomes follow explicit rules.
- Building a deckbuilder or trading card game
- Implementing draws and discard reshuffling
- Defining turn phases and card costs
gamedev-skills/awesome-gamedev-agent-skills☆ 3.1KUpdated Oct 23, 2026
Plan and prepare consistent game artwork, from sprites and backgrounds to UI icons and 3D briefs. Organize asset requirements, generate or source related visuals, standardize files, and check their appearance and technical fit inside the game.
- Create sprites and backgrounds with a consistent visual style
- Check asset dimensions, transparency, and tile seams
- Track asset sources and licenses before release
gamedev-skills/awesome-gamedev-agent-skills☆ 3.1KUpdated Oct 23, 2026