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router

gamedev-skills/awesome-gamedev-agent-skills

Routes game-dev requests to the right specialized skill based on engine and task.

What is router?

The entry point for any game-development work. It detects your engine (Godot, Unity, Unreal, Bevy, Phaser, PixiJS, three.js, LÖVE, pygame, Roblox), classifies the task (discipline, genre, workflow), and names the minimal set of specialized skills to load. Use this first when unsure which skill applies.

  • Fingerprints projects to identify the engine and version
  • Classifies tasks into disciplines (AI, shaders, audio, physics, etc.), genres (platformer, roguelike, RPG, etc.), and workflows (game jam, Steam publish, etc.)
  • Resolves and names the minimal set of engine + discipline + genre + workflow skills to read
  • Composes skill order: engine fundamentals → discipline concept → genre glue → workflow
  • Provides fallback guidance when engine is unknown or no skill fits
  • Avoids re-teaching engine APIs—dispatches to specialized skills instead

How to install router

npx skills add https://github.com/gamedev-skills/awesome-gamedev-agent-skills --skill router
Claude Code
Cursor
Windsurf
Cline

How to use router

  1. 1.Run router at the start of any game-development request
  2. 2.Let it scan your project for engine signals (project.godot, *.uproject, package.json, etc.)
  3. 3.Read the classified task: discipline(s), genre, and workflow(s)
  4. 4.Load and read the named specialized skill(s) before acting
  5. 5.Re-route only when the task pivots to a new engine or concern

Use cases

Good for
  • Starting a new game project: run router to pick the right engine skill and discipline skills for your genre
  • Debugging a player movement system: router detects your engine and routes to the movement + physics skills
  • Switching tasks mid-project: re-route when pivoting from level design to dialogue systems or audio
  • Deciding which skill to install: ask router which skills apply to your request before installing
  • Multi-engine or multi-discipline work: router composes the minimal skill set for complex tasks
Who it's for
  • Game developers new to the skill catalog
  • Teams working across multiple engines or genres
  • Anyone unsure which specialized skill to load for a given task
  • Game jam participants who need fast skill selection

router FAQ

When should I use router vs. a specialized skill directly?

Use router first when unsure which skill applies or when starting a new task. Once the right skill is loaded and you're deep in that task, work from that skill—don't re-run router every turn. Re-route only when the task pivots to a new engine or concern.

What if my engine isn't detected?

Router falls back to asking for clarification or defaulting to Godot, and states any gap. Check references/engine-detection.md for secondary signals (C#, monorepos, plain-text mentions) or provide the engine name explicitly.

Does router teach engine APIs?

No. Router dispatches and composes—it names which skills to read, but doesn't re-teach APIs. Each specialized skill (godot-gdscript, unity-physics, etc.) handles the engine-specific details.

Can I use router for multi-engine or multi-discipline projects?

Yes. Router resolves the minimal set of skills needed. For example, a Godot roguelike with procedural dungeons would load godot-core, procedural-gen, and roguelike skills together.

What task signals trigger each discipline?

Concept words like 'sprite sheet' → create-game-assets; 'pathfinding' → game-ai; 'save slots' → save-systems; 'fragment shader' → shader-programming; 'camera follow' → camera-systems; 'optimize/low FPS' → performance-optimization.

Full instructions (SKILL.md)

Source of truth, from gamedev-skills/awesome-gamedev-agent-skills.


name: router description: > Routes any game-development request to the right specialized skill(s): it detects the engine (Godot, Unity, Unreal, Bevy, Phaser, PixiJS, three.js, LÖVE, pygame, Roblox) and the task, then reads the chosen skill before acting. Use to make a game or to decide which skill applies — for players, levels, enemies, shaders, art direction, sprites, tiles, textures, 3D assets, UI/UX, cameras, game feel, physics, input, audio, saving, multiplayer, AI, dialogue, procedural generation, or performance, for genres (platformer, roguelike, RPG, FPS, tower-defense, card game, visual novel, survival-crafting, puzzle), and for shipping (game jam, Steam, itch). Start here when unsure which gamedev skill to use.

Master Router — Game-Development Skill Dispatcher

The entry point for game-development work. It fingerprints the project to pick one engine, classifies the task from the request, names the minimal set of specialized skills, and tells you to read them before acting. It dispatches and composes — it does not re-teach engine APIs.

When to use

  • Use at the start of any game-development request — building or debugging a game, level, player, enemy, shader, UI, save system, multiplayer, input, audio, AI, dialogue, procedural content, or visual asset set — to decide which skill(s) to load.
  • Use when the user names an engine or genre, says "make a game", or asks "which skill should I use?".

When not to use: once the right skill is loaded and the task is squarely inside it, work from that skill — don't re-run the router every turn. Re-route only when the task pivots to a new engine or concern (router step 6).

Routing algorithm

  1. Detect engine and version — project fingerprint → at most one engine skill set (or "unknown"), then read the project's version source. §1.
  2. Classify task — phrasing → discipline(s) + at most one genre + workflow(s). §2.
  3. Resolve — the minimal set: engine skill(s) + discipline(s) + genre + workflow(s). §3.
  4. Read (disclosure) — open only the chosen SKILL.md bodies; references/ only on demand. §4.
  5. Compose — order: engine fundamentals → discipline concept → genre glue → workflow. §5.
  6. Fallback — engine unknown or no skill fits → ask or default to Godot; state any gap. §6.

1. Engine detection (project fingerprint)

Scan for the highest-confidence signal; choose exactly one engine. Stop at the first match.

#EnginePrimary signalSkill set root
1Godotproject.godotskills/godot/
2Unreal*.uprojectskills/unreal/
3UnityAssets/ and ProjectSettings/ProjectVersion.txtskills/unity/
4BevyCargo.toml with a bevy dependencyskills/other-engines/bevy-ecs/
5Phaserpackage.json dep phaserskills/web-engines/phaser-*
6PixiJSpackage.json dep pixi.jsskills/web-engines/pixijs-rendering/
7three.jspackage.json dep threeskills/web-engines/threejs-*
8LÖVEconf.lua / main.lua calling love.*skills/other-engines/love2d-core/
9pygame*.py with import pygameskills/other-engines/pygame-core/
10Roblox*.rbxl(x) / *.project.json (Rojo)skills/other-engines/roblox-*

For secondary signals, the Godot-C#/Unity/Bevy and multi-web disambiguation rules, monorepos, and plain-text engine mentions, read references/engine-detection.md.

After identifying the engine, read its version from project metadata or dependency locks before choosing APIs. Existing projects keep their pinned version unless migration is requested; the catalog baseline is only for new projects. The exact version sources are in the detection reference and ../docs/VERSION-SUPPORT.md.

2. Task classification (phrasing → category)

After the engine, read the request for task signals (three additive categories):

  • disciplines (cross-engine concepts): create-game-assets, game-ai, ai-behavior-trees-utility-ai, procedural-gen, dialogue-systems, save-systems, audio-design, shader-programming, physics-tuning, level-design, input-systems, game-feel, camera-systems, game-ui-ux, performance-optimization. Triggered by concept words ("sprite sheet", "art direction", "texture", "pathfinding", "save slots", "fragment shader", "screen shake", "camera follow", "HUD/menu", "optimize/low FPS").
  • genres (whole-game templates): platformer, roguelike, rpg, fps-shooter, tower-defense, card-game, visual-novel, survival-crafting, puzzle. Triggered by genre words ("make a roguelike", "deckbuilder").
  • workflows (process/shipping): game-jam, prototype-fast, steam-publish, itch-publish. Triggered by process words ("publish on Steam", "vertical slice").

File signals sharpen this: *.yarn/*.ink → dialogue-systems/visual-novel; steam_appid.txt → steam-publish; *.inputactions → unity-input-system.

3. Routing table (task → category → skill)

3a. Engine skills — read the one matching the detected engine + sub-task

  • Godot (skills/godot/): language godot-gdscript / godot-csharp; structure godot-nodes-scenes, godot-signals-groups; 2D godot-2d-movement, godot-tilemap; 3D godot-3d-essentials; physics godot-physics; UI godot-ui-control; animation godot-animation; shaders godot-shaders; data godot-resources; audio godot-audio; netcode godot-multiplayer; headless CLI tests godot-gdscript-headless-testing; ship godot-export.
  • Unity (skills/unity/): scripting unity-csharp-scripting; input unity-input-system; physics unity-physics; animation unity-animation; data unity-scriptableobjects; 2D unity-tilemap-2d; AI nav unity-navmesh; ship unity-build-pipeline.
  • Unreal (skills/unreal/): visual scripting unreal-blueprints; C++ gameplay unreal-cpp-gameplay; input unreal-enhanced-input; AI unreal-behavior-trees; VFX unreal-niagara; ship unreal-packaging.
  • Web (skills/web-engines/): phaser-core, phaser-arcade-physics; pixijs-rendering; threejs-scene-setup, threejs-gltf-loading, threejs-materials-lighting.
  • Other (skills/other-engines/): bevy-ecs, pygame-core, love2d-core; Roblox foundation roblox-luau, persistence roblox-datastores, UI roblox-ui, remotes/security roblox-networking, character lifecycle roblox-characters, simulation/queries roblox-physics, and in-Studio operation roblox-studio-workflow.

3b. Disciplines — load with the engine skill (concept ↔ engine API)

Concept (says:)Discipline skillPairs with (engine API)
art direction, game assets, sprites, tilesets, textures, icons, 3D propscreate-game-assetsengine importer/rendering skill; imagegen when available
enemy AI, behavior tree, pathfinding, steeringgame-aiunity-navmesh / unreal-behavior-trees / Godot nav
BT runtime, blackboard, decorator, selector/sequence, utility AI, response curve, considerationai-behavior-trees-utility-aigame-ai (model choice) / unreal-behavior-trees (engine assets)
procedural, noise, seed, dungeon generatorprocedural-genengine tilemap/grid skill
dialogue, Yarn, Ink, conversation treedialogue-systemsengine UI skill
save/load, slots, persistencesave-systemsroblox-datastores / engine IO
adaptive music, mixer, ducking, SFXaudio-designgodot-audio / Unity AudioMixer
shader, fragment, dissolve/outlineshader-programminggodot-shaders / engine material
jitter, tunneling, fixed timestepphysics-tuninggodot-physics / unity-physics
whitebox, blockout, tile layout, pacinglevel-designgodot-tilemap / unity-tilemap-2d
rebind, gamepad, input bufferinginput-systemsunity-input-system / unreal-enhanced-input / Godot InputMap
screen shake, hit-stop, juice, squash & stretch, "make it punchy"game-feelengine animation/tween + camera-systems (shake)
camera follow, deadzone, look-ahead, orbit, first-personcamera-systemsgodot-2d-movement / godot-3d-essentials / Cinemachine
HUD, menu, UI layout, scaling, safe area, focus navgame-ui-uxgodot-ui-control / Unity UI (UGUI/UI Toolkit)
low FPS, optimize, draw calls, GC spike, pooling, profilerperformance-optimizationengine profiler + physics-tuning

For Roblox, compose cross-engine concepts with the focused engine skill: HUD/menu requests use roblox-ui + game-ui-ux (+ input-systems for gameplay bindings); remote exploit or replication requests use roblox-networking + roblox-luau; respawn/rig requests use roblox-characters; physical simulation/query requests use roblox-physics (+ physics-tuning for stability); direct place editing also uses roblox-studio-workflow.

3c. Genres — compose engine + disciplines (bind * to the detected engine)

Genre (says:)composes
platformer, jump, double jumpgodot-2d-movement (or engine physics) + godot-tilemap/unity-tilemap-2d + level-design + camera-systems + game-feel
roguelike, procedural dungeon, permadeathprocedural-gen + godot-tilemap/unity-tilemap-2d + game-ai + save-systems + game-feel
RPG, stats, inventory, questsgodot-resources/unity-scriptableobjects + dialogue-systems + save-systems + game-ui-ux
FPS, first-person, hitscangodot-3d-essentials/unreal-cpp-gameplay + input-systems + game-ai + camera-systems + game-feel
tower defense, waves, lanesgame-ai + engine movement + level-design + game-ui-ux
card game, deckbuilder, TCGgodot-resources/unity-scriptableobjects + game-ui-ux (+ engine UI)
visual novel, branching storydialogue-systems + save-systems + game-ui-ux
survival, crafting, gatheringsave-systems + godot-resources/unity-scriptableobjects + procedural-gen + game-ui-ux
puzzle, match-3, grid logicgodot-tilemap/unity-tilemap-2d + level-design + game-feel

3d. Workflows — engine-independent process & shipping

game-jam (jam, 48-hour, Ludum Dare/GMTK) · prototype-fast (vertical slice, MVP, greybox) · steam-publish (Steam, Steamworks, depot; steam_appid.txt) · itch-publish (itch.io, butler; .itch.toml).

For the exhaustive per-skill trigger list and every engine binding, read references/routing-table.md.

4. Read protocol (progressive disclosure)

  1. Preloaded: only each skill's name + description are in context. Decide from those plus the fingerprint — do not pre-read bodies.
  2. On selection: read the body of each chosen skills/<category>/<name>/SKILL.md — and only those. Never bulk-load a whole category.
  3. On demand: read a skill's bundled references/ files only when the subtask needs that depth (the skill body says when).
  4. Re-route on pivot: if the task changes (movement → saving), select and read the newly relevant skill instead of keeping everything loaded.

Announce what you load and why, e.g.: "Detected Godot (project.godot). Loading godot-2d-movement for the controller and platformer for jump feel; will open the platformer skill's feel-tuning.md reference if you want coyote-time/buffering."

5. Composition rules

  • One engine set, additive concepts. Exactly one engine skill set; add the disciplines the task needs and usually at most one genre. Workflows attach independently.
  • Order: engine fundamentals → discipline concept → genre orchestration → workflow. For asset production, approve the visual target before generating a family, then finish with the engine import settings and an in-context capture.
  • Ownership on overlap: the engine skill owns API/syntax; the discipline skill owns the portable concept/algorithm and defers to the engine skill for code; the genre skill owns structure/glue and links out instead of re-teaching a primitive.
  • Hand-offs: when a genre's composes names a slot like *-2d-movement, bind it to the detected engine. If that engine lacks the exact skill, see §6 and references/routing-table.md ("Binding gaps").

6. Unknown-engine & no-skill fallback

Engine unknown (no fingerprint, no engine named):

  1. Check the request for a plain-text engine name ("in Unity", "using Phaser"). If found, adopt it.
  2. If the task is a pure concept/genre/workflow question, route straight to the engine-agnostic discipline/genre/workflow skill — no engine needed ("what's a good save format?" → save-systems).
  3. Only if engine choice actually blocks the answer, ask one targeted question ("Which engine — Godot, Unity, Unreal, or a web/other engine?"). If the user has no preference and one is needed, default to Godot (the most fully covered engine here) and say so.
  4. Never invent an engine or load an engine skill on a guess.

Engine known but no skill covers the subtask: load the closest engine skill plus the relevant discipline and state the gap plainly (e.g. "no dedicated Unity 2D-movement skill; using unity-csharp-scripting + unity-physics"). Never fabricate a skill name.

Conflicting/multiple genres: pick the dominant genre from the phrasing; mention the secondary and offer to load it if the user confirms.

Worked examples

RequestDetected engineSkills loaded (in order)
"add a double jump to my Godot player"Godot (project.godot)godot-2d-movement → platformer
"make an inventory for my Unity RPG"Unity (Assets/+ProjectSettings/)unity-scriptableobjects → rpg → save-systems
"procedural dungeon roguelike in Godot"Godotgodot-tilemap → procedural-gen → roguelike
"branching dialogue from a .yarn file"(none required)dialogue-systems (+ engine UI skill if an engine is detected)
"how do I design save slots with migration?"(none)save-systems only
"publish my game on itch with butler"(any/none)itch-publish only
"I want to make a game but don't know what to use"unknown → ask, default Godotrouter asks once; then e.g. godot-nodes-scenes
"make hits feel punchy in my Godot game"Godot (project.godot)game-feel (+ camera-systems for shake)
"the camera should follow my player smoothly"(detected engine)camera-systems (+ engine movement skill)
"my Unity game drops to 30 FPS, optimize it"Unity (Assets/+ProjectSettings/)performance-optimization (profile first) → engine skill
"make a cohesive pixel-art player and enemy set"(detected engine)create-game-assets → relevant engine import/rendering skill

References

  • Full engine fingerprints, secondary signals, and disambiguation: references/engine-detection.md.
  • Exhaustive per-skill trigger words, engine bindings, and binding gaps: references/routing-table.md.