Genre-agnostic game development plugin — 26 skills, 7 commands, 3 agents, 5 hooks. Works for RPGs, MMOs, idle games, puzzlers, platformers, strategy, card games, shooters, and any other genre.
For individual skills without agents/hooks, see skills/game-dev.
AI agents: read
AGENTS.mdfirst — it maps every task to the right skill.
/game-dev:game-architect— start a new game project (interactive MVP planner)/game-dev:design-game-design-fundamentals— define your core loop/game-dev:engineering-postgres-game-schema— set up your database/game-dev:engineering-game-backend-architecture— set up your server- Pick domain skills as needed
Workflow:
/game-dev:game-architect→/game-dev:game-build [component](repeat) →/game-dev:game-reviewNarrative workflow:
/game-dev:game-lore [entry]→/game-dev:game-quest [name](repeat) →/game-dev:game-balancePost-MVP:
/game-dev:game-expand [feature]→/game-dev:game-build [new-component]
Step 1 — Add the marketplace (one-time):
/plugin marketplace add fcsouza/agent-skillsStep 2 — Install the plugin:
/plugin install game-dev@fcsouza-agent-skillsclaude --plugin-dir ./plugins/game-dev| Command | Invocation | Description |
|---|---|---|
| game-architect | /game-dev:game-architect |
MVP interviewer — interviews you, researches your genre, produces an actionable first draft plan |
| game-build | /game-dev:game-build [component] |
Builds a component from the MVP plan — TypeScript + Vitest tests + mock deps + build registry |
| game-review | /game-dev:game-review |
Audits existing code against plugin patterns — flags architectural drift, security issues, lore conflicts |
| game-quest | /game-dev:game-quest [name] |
Designs a quest end-to-end — coherence check, objective tree, quest brief, and registry entry |
| game-balance | /game-dev:game-balance [system] |
Analyzes economy/difficulty/progression/rewards against plugin design principles with quantified metrics |
| game-expand | /game-dev:game-expand [feature] |
Adds a new feature to an existing MVP plan — scoped interview, scope validation, build sequence update |
| game-lore | /game-dev:game-lore [type name] |
Adds or updates a single world lore entry (faction, location, NPC, event) with consistency validation |
Appear in the /agents interface. Claude invokes them automatically based on task context.
| Agent | Description |
|---|---|
game-dev:game-engineer |
Backend implementation (schemas, APIs, WebSocket, queues) |
game-dev:game-designer |
Design documents (core loops, economy, levels, UX) |
game-dev:narrative-writer |
Narrative content (quests, characters, lore) with coherence enforcement |
| Event | Description |
|---|---|
UserPromptSubmit |
Detects keywords and suggests relevant skills |
PreToolUse (Write/Edit) |
Reminds to complete narrative coherence check on story files |
PreToolUse (Bash) |
Flags destructive DB commands (DROP, TRUNCATE, DELETE) |
PostToolUse (Write/Edit) |
Auto-formats TypeScript with Biome |
Stop |
Reminds to update quest-registry.md and world-lore.md |
All skills are invokable via /game-dev:<category>-<skill-name>. Claude also auto-invokes them based on context. Type /engineering, /design, /narrative, or /infrastructure to filter by category.
| Skill | Trigger Keywords | Description |
|---|---|---|
| postgres-game-schema | database, schema, Drizzle, players, inventory | Genre-agnostic PostgreSQL schemas with Drizzle ORM |
| bullmq-game-queues | queue, matchmaking, async events, jobs | BullMQ job queues for game events and scheduling |
| game-backend-architecture | game server, WebSocket, rooms, tick loop | Elysia server with WebSocket, rooms, and game loops |
| redis-game-patterns | Redis, cache, leaderboard, pub/sub, rate limit | Redis patterns for real-time games |
| betterauth-integration | auth, login, OAuth, JWT, roles | BetterAuth with RBAC for game players |
| stripe-game-payments | payments, IAP, subscription, Stripe | Stripe integration for game monetization |
| elevenlabs-sound-music | audio, music, SFX, voice, ElevenLabs, Lyria | AI audio generation (ElevenLabs + Lyria) |
| game-state-sync | state sync, netcode, delta, rollback, client prediction | Client-server state reconciliation + client game loop |
| gameplay-analytics | analytics, telemetry, retention, D1 D7 D30, events, funnel | Player event tracking and retention metrics |
| matchmaking-system | matchmaking, lobby, ELO, queue, rank, skill-based | Skill-based matchmaking and lobby lifecycle |
| Skill | Trigger Keywords | Description |
|---|---|---|
| game-design-fundamentals | core loop, MDA, player motivation, flow | Core game design theory and frameworks |
| level-design | level, pacing, difficulty curve, encounter | Environment layout and difficulty design |
| quest-mission-design | quest, mission, objectives, quest tree | Quest types, objective trees, and rewards |
| game-economy-design | economy, currency, sinks, loot, inflation | Virtual economies and monetization balance |
| ui-ux-game | HUD, menu, onboarding, accessibility | Game interface patterns and feedback |
| procedural-gen | procedural, dungeon gen, loot table, world seed, BSP, noise | Procedural content generation for replayability |
| skill-progression-trees | skill tree, talent tree, progression, unlock, prestige | Skill trees, talent systems, and progression graphs |
| Skill | Trigger Keywords | Description |
|---|---|---|
| worldbuilding | lore, factions, geography, world bible | World creation and consistency |
| story-structure-game | branching narrative, player agency, story arc | Interactive narrative frameworks |
| character-design-narrative | character, NPC, dialogue, archetype | Character creation and dialogue systems |
| quest-narrative-coherence | coherence check, lore validation, quest registry | MANDATORY narrative consistency enforcement |
| Skill | Trigger Keywords | Description |
|---|---|---|
| claude-code-game-workflow | workflow, which skill, how to start | Ecosystem navigation guide |
| cursor-codex-integration | cursor, .cursorrules, codex | IDE configuration for AI coding |
| ci-cd-game | CI/CD, GitHub Actions, deployment | Build and deployment pipelines |
| monitoring-game-ops | monitoring, logging, telemetry, alerts | Observability and player analytics |
| Layer | Technology |
|---|---|
| Language | TypeScript (strict mode) |
| Runtime | Bun |
| Backend | Elysia |
| ORM | Drizzle ORM |
| Database | PostgreSQL (Neon) |
| Cache / Realtime | Redis |
| Job Queue | BullMQ |
| Auth | BetterAuth |
| Payments | Stripe |
| Image Gen | Gemini (Nano Banano) |
| Audio/Music | ElevenLabs + Vertex AI Lyria |
Every quest, mission, or story beat MUST pass the 5-step coherence check in
quest-narrative-coherencebefore creation. No exceptions.