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Routes any game-development request to the right specialized skill(s): it detects the engine (Godot, Unity, Unreal, Ebitengine, Bevy, Phaser, PixiJS, three.js, Defold, 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.
npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill routerInstalls from the source repository, including any supporting files.
Downloads contain the instructions shown here. Use the install command for the complete skill.
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 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).
SKILL.md bodies; references/ only on demand. §4.Scan for the highest-confidence signal; choose exactly one engine for the target project. An explicitly identified custom/proprietary engine is a valid result even without a catalog skill. Check the target's build and runtime entry point before treating a bundled library/tool as its engine.
| # | Engine | Primary signal | Skill set root |
|---|---|---|---|
| 1 | Godot | project.godot | skills/godot/ |
| 2 | Unreal | *.uproject | skills/unreal/ |
| 3 | Unity | Assets/ and ProjectSettings/ProjectVersion.txt | skills/unity/ |
| 4 | Ebitengine | go.mod requiring github.com/hajimehoshi/ebiten/v2 | skills/ebitengine/ |
| 5 | Bevy | Cargo.toml with a bevy dependency | skills/other-engines/bevy-ecs/ |
| 6 | Phaser | package.json dep phaser | skills/web-engines/phaser-* |
| 7 | PixiJS | package.json dep pixi.js | skills/web-engines/pixijs-rendering/ |
| 8 | three.js | package.json dep three | skills/web-engines/threejs-* |
| 9 | Defold | game.project | skills/other-engines/defold-core/ |
| 10 | LÖVE | conf.lua / main.lua calling love.* | skills/other-engines/love2d-core/ |
| 11 | pygame | *.py with import pygame | skills/other-engines/pygame-core/ |
| 12 | Roblox | *.rbxl(x) / *.project.json (Rojo) | skills/other-engines/roblox-* |
For secondary signals, the Godot-C#/Unity/Bevy, Defold/LÖVE/Lua 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;
each engine skill states its new-project baseline, and the catalog-wide table is
docs/VERSION-SUPPORT.md in the source repository (it is not installed with the router).
After the engine, read the request for task signals (three additive categories):
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").platformer, roguelike, rpg, fps-shooter,
tower-defense, card-game, visual-novel, survival-crafting, puzzle. Triggered by genre
words ("make a roguelike", "deckbuilder").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.
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.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.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.skills/ebitengine/): ebitengine-game for Go 2D games and focused
input, rendering, text, audio, state/testing and build work. Select only its relevant
references; generating the starter is optional for an existing project.skills/web-engines/): phaser-core, phaser-arcade-physics; pixijs-rendering;
threejs-scene-setup, threejs-gltf-loading, threejs-materials-lighting.skills/other-engines/): bevy-ecs, pygame-core, love2d-core; Defold
defold-core (collections, game objects, scripts, input, messages, factories, proxies,
Bob builds); Roblox foundation
roblox-luau, persistence roblox-datastores, UI roblox-ui, remotes/security
roblox-networking, character lifecycle roblox-characters, simulation/queries
roblox-physics, in-Studio operation roblox-studio-workflow, and simulator/tycoon/idle
economy balancing roblox-simulator-economy.Concept (says:) | Discipline skill | Pairs with (engine API) |
|---|---|---|
| art direction, game assets, sprites, tilesets, textures, icons, 3D props | create-game-assets | engine importer/rendering skill; imagegen when available |
| enemy AI, behavior tree, pathfinding, steering | game-ai | unity-navmesh / unreal-behavior-trees / Godot nav |
| BT runtime, blackboard, decorator, selector/sequence, utility AI, response curve, consideration | ai-behavior-trees-utility-ai | game-ai (model choice) / unreal-behavior-trees (engine assets) |
| procedural, noise, seed, dungeon generator, WFC | procedural-gen | engine tilemap/grid skill |
| dialogue, Yarn, Ink, conversation tree | dialogue-systems | engine UI skill |
| save/load, slots, persistence | save-systems | roblox-datastores / engine IO |
| adaptive music, mixer, ducking, SFX | audio-design | godot-audio / Unity AudioMixer |
| shader, fragment, dissolve/outline | shader-programming | godot-shaders / engine material |
| jitter, tunneling, fixed timestep | physics-tuning | godot-physics / unity-physics |
| whitebox, blockout, tile layout, pacing | level-design | godot-tilemap / unity-tilemap-2d |
| rebind, gamepad, input buffering | input-systems | unity-input-system / unreal-enhanced-input / Godot InputMap |
| screen shake, hit-stop, juice, squash & stretch, "make it punchy" | game-feel | engine animation/tween + camera-systems (shake) |
| camera follow, deadzone, look-ahead, orbit, first-person | camera-systems | godot-2d-movement / godot-3d-essentials / Cinemachine |
| HUD, menu, UI layout, scaling, safe area, focus nav | game-ui-ux | godot-ui-control / Unity UI (UGUI/UI Toolkit) |
| low FPS, optimize, draw calls, GC spike, pooling, profiler | performance-optimization | engine 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); simulator, tycoon, clicker or idle economy requests (upgrade
costs, rebirths, offline earnings, big numbers, paid eggs/crates odds) use
roblox-simulator-economy + roblox-networking (+ roblox-datastores for saving); direct place
editing also uses roblox-studio-workflow.
For Ebitengine, bind engine-specific slots to ebitengine-game and its relevant reference
(input, rendering, text/UI, audio, gameplay, tilemaps or state/testing). Add only the needed
disciplines; do not load Godot or Unity APIs from a genre's example bindings. Native 3D and a
ready-made network backend are not supplied by this 2D skill; state those gaps when relevant.
For Defold, bind engine-specific slots (movement, input, spawning, level loading, build) to
defold-core and add only the needed disciplines, e.g. "add player movement to my Defold
game" → defold-core + input-systems (+ platformer for a platformer). Defold has no
dedicated GUI, tilemap or physics skill yet; use defold-core and its build reference's
pointers, and state the gap.
* to the detected engine)Genre (says:) | composes |
|---|---|
| platformer, jump, double jump | godot-2d-movement (or engine physics) + godot-tilemap/unity-tilemap-2d + level-design + camera-systems + game-feel |
| roguelike, procedural dungeon, permadeath | procedural-gen + godot-tilemap/unity-tilemap-2d + game-ai + save-systems + game-feel |
| RPG, stats, inventory, quests | godot-resources/unity-scriptableobjects + dialogue-systems + save-systems + game-ui-ux |
| FPS, first-person, hitscan | godot-3d-essentials/unreal-cpp-gameplay + input-systems + game-ai + camera-systems + game-feel |
| tower defense, waves, lanes | game-ai + engine movement + level-design + game-ui-ux |
| card game, deckbuilder, TCG | godot-resources/unity-scriptableobjects + game-ui-ux (+ engine UI) |
| visual novel, branching story | dialogue-systems + save-systems + game-ui-ux |
| survival, crafting, gathering | save-systems + godot-resources/unity-scriptableobjects + procedural-gen + game-ui-ux |
| puzzle, match-3, grid logic | godot-tilemap/unity-tilemap-2d + level-design + game-feel |
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.
name + description are in context. Decide from those plus
the fingerprint — do not pre-read bodies.skills/<category>/<name>/SKILL.md — and
only those. Never bulk-load a whole category.references/ files only when the subtask needs that
depth (the skill body says when).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."
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").Engine unknown (no fingerprint, no engine named):
save-systems).Custom, proprietary, in-house, or unsupported engine: keep that engine and its toolchain.
Read references/custom-engines.md to map the relevant discipline/genre concepts onto verified
project APIs, using local documentation, headers/source, examples, and build/test commands.
No catalog engine skill is required. Do not switch engines or invent a compatible API.
Catalog engine known but no skill covers the subtask: load the closest skill for that same engine 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.
| Request | Detected engine | Skills 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 |
| "add an inventory to my proprietary C++ RPG" | existing custom engine | custom-engine reference → rpg + save-systems; bind data/UI to verified project APIs |
| "build a 2D puzzle in Go with Ebitengine" | Ebitengine (named; later go.mod) | ebitengine-game → puzzle |
| "fix a stale HUD in my Go game" | Ebitengine (go.mod + game imports) | ebitengine-game → game-ui-ux; read text/UI, no new scaffold |
| "add player movement to my Defold game" | Defold (game.project) | defold-core → input-systems |
| "rebirths in my Roblox simulator take forever" | Roblox (*.project.json / place file) | roblox-luau → roblox-simulator-economy → roblox-networking |
| "procedural dungeon roguelike in Godot" | Godot | godot-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 Godot | router 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/engine-detection.md.references/routing-table.md.references/custom-engines.md.---
name: router
description: >
Routes any game-development request to the right specialized skill(s): it detects the engine
(Godot, Unity, Unreal, Ebitengine, Bevy, Phaser, PixiJS, three.js, Defold, 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** — preserve existing engines, including custom/proprietary ones; bind missing APIs
from project evidence and state any gap. For a new project with no engine preference, see §6.
---
## 1. Engine detection (project fingerprint)
Scan for the highest-confidence signal; **choose exactly one** engine for the target project.
An explicitly identified custom/proprietary engine is a valid result even without a catalog skill.
Check the target's build and runtime entry point before treating a bundled library/tool as its engine.
| # | Engine | Primary signal | Skill set root |
|:-:|--------|----------------|----------------|
| 1 | Godot | `project.godot` | `skills/godot/` |
| 2 | Unreal | `*.uproject` | `skills/unreal/` |
| 3 | Unity | `Assets/` **and** `ProjectSettings/ProjectVersion.txt` | `skills/unity/` |
| 4 | Ebitengine | `go.mod` requiring `github.com/hajimehoshi/ebiten/v2` | `skills/ebitengine/` |
| 5 | Bevy | `Cargo.toml` with a `bevy` dependency | `skills/other-engines/bevy-ecs/` |
| 6 | Phaser | `package.json` dep `phaser` | `skills/web-engines/phaser-*` |
| 7 | PixiJS | `package.json` dep `pixi.js` | `skills/web-engines/pixijs-rendering/` |
| 8 | three.js | `package.json` dep `three` | `skills/web-engines/threejs-*` |
| 9 | Defold | `game.project` | `skills/other-engines/defold-core/` |
| 10 | LÖVE | `conf.lua` / `main.lua` calling `love.*` | `skills/other-engines/love2d-core/` |
| 11 | pygame | `*.py` with `import pygame` | `skills/other-engines/pygame-core/` |
| 12 | Roblox | `*.rbxl(x)` / `*.project.json` (Rojo) | `skills/other-engines/roblox-*` |
For secondary signals, the Godot-C#/Unity/Bevy, Defold/LÖVE/Lua 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;
each engine skill states its new-project baseline, and the catalog-wide table is
`docs/VERSION-SUPPORT.md` in the source repository (it is not installed with the router).
## 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`.
- **Ebitengine** (`skills/ebitengine/`): `ebitengine-game` for Go 2D games and focused
input, rendering, text, audio, state/testing and build work. Select only its relevant
references; generating the starter is optional for an existing project.
- **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`; Defold
`defold-core` (collections, game objects, scripts, input, messages, factories, proxies,
Bob builds); Roblox foundation
`roblox-luau`, persistence `roblox-datastores`, UI `roblox-ui`, remotes/security
`roblox-networking`, character lifecycle `roblox-characters`, simulation/queries
`roblox-physics`, in-Studio operation `roblox-studio-workflow`, and simulator/tycoon/idle
economy balancing `roblox-simulator-economy`.
### 3b. Disciplines — load **with** the engine skill (concept ↔ engine API)
| Concept (`says:`) | Discipline skill | Pairs with (engine API) |
|-------------------|------------------|-------------------------|
| art direction, game assets, sprites, tilesets, textures, icons, 3D props | `create-game-assets` | engine importer/rendering skill; `imagegen` when available |
| enemy AI, behavior tree, pathfinding, steering | `game-ai` | `unity-navmesh` / `unreal-behavior-trees` / Godot nav |
| BT runtime, blackboard, decorator, selector/sequence, utility AI, response curve, consideration | `ai-behavior-trees-utility-ai` | `game-ai` (model choice) / `unreal-behavior-trees` (engine assets) |
| procedural, noise, seed, dungeon generator, WFC | `procedural-gen` | engine tilemap/grid skill |
| dialogue, Yarn, Ink, conversation tree | `dialogue-systems` | engine UI skill |
| save/load, slots, persistence | `save-systems` | `roblox-datastores` / engine IO |
| adaptive music, mixer, ducking, SFX | `audio-design` | `godot-audio` / Unity AudioMixer |
| shader, fragment, dissolve/outline | `shader-programming` | `godot-shaders` / engine material |
| jitter, tunneling, fixed timestep | `physics-tuning` | `godot-physics` / `unity-physics` |
| whitebox, blockout, tile layout, pacing | `level-design` | `godot-tilemap` / `unity-tilemap-2d` |
| rebind, gamepad, input buffering | `input-systems` | `unity-input-system` / `unreal-enhanced-input` / Godot InputMap |
| screen shake, hit-stop, juice, squash & stretch, "make it punchy" | `game-feel` | engine animation/tween + `camera-systems` (shake) |
| camera follow, deadzone, look-ahead, orbit, first-person | `camera-systems` | `godot-2d-movement` / `godot-3d-essentials` / Cinemachine |
| HUD, menu, UI layout, scaling, safe area, focus nav | `game-ui-ux` | `godot-ui-control` / Unity UI (UGUI/UI Toolkit) |
| low FPS, optimize, draw calls, GC spike, pooling, profiler | `performance-optimization` | engine 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); simulator, tycoon, clicker or idle economy requests (upgrade
costs, rebirths, offline earnings, big numbers, paid eggs/crates odds) use
`roblox-simulator-economy` + `roblox-networking` (+ `roblox-datastores` for saving); direct place
editing also uses `roblox-studio-workflow`.
For Ebitengine, bind engine-specific slots to `ebitengine-game` and its relevant reference
(input, rendering, text/UI, audio, gameplay, tilemaps or state/testing). Add only the needed
disciplines; do not load Godot or Unity APIs from a genre's example bindings. Native 3D and a
ready-made network backend are not supplied by this 2D skill; state those gaps when relevant.
For Defold, bind engine-specific slots (movement, input, spawning, level loading, build) to
`defold-core` and add only the needed disciplines, e.g. "add player movement to my Defold
game" → `defold-core` + `input-systems` (+ `platformer` for a platformer). Defold has no
dedicated GUI, tilemap or physics skill yet; use `defold-core` and its build reference's
pointers, and state the gap.
### 3c. Genres — **compose** engine + disciplines (bind `*` to the detected engine)
| Genre (`says:`) | composes |
|-----------------|----------|
| platformer, jump, double jump | `godot-2d-movement` (or engine physics) + `godot-tilemap`/`unity-tilemap-2d` + `level-design` + `camera-systems` + `game-feel` |
| roguelike, procedural dungeon, permadeath | `procedural-gen` + `godot-tilemap`/`unity-tilemap-2d` + `game-ai` + `save-systems` + `game-feel` |
| RPG, stats, inventory, quests | `godot-resources`/`unity-scriptableobjects` + `dialogue-systems` + `save-systems` + `game-ui-ux` |
| FPS, first-person, hitscan | `godot-3d-essentials`/`unreal-cpp-gameplay` + `input-systems` + `game-ai` + `camera-systems` + `game-feel` |
| tower defense, waves, lanes | `game-ai` + engine movement + `level-design` + `game-ui-ux` |
| card game, deckbuilder, TCG | `godot-resources`/`unity-scriptableobjects` + `game-ui-ux` (+ engine UI) |
| visual novel, branching story | `dialogue-systems` + `save-systems` + `game-ui-ux` |
| survival, crafting, gathering | `save-systems` + `godot-resources`/`unity-scriptableobjects` + `procedural-gen` + `game-ui-ux` |
| puzzle, match-3, grid logic | `godot-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, additive concepts.** Use its engine skill set when available; for an unsupported
engine, use project evidence as the API binding instead. 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 about the
engine or project entry point. For a **new project** with no existing engine and no user
preference, **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.
**Custom, proprietary, in-house, or unsupported engine:** keep that engine and its toolchain.
Read `references/custom-engines.md` to map the relevant discipline/genre concepts onto verified
project APIs, using local documentation, headers/source, examples, and build/test commands.
No catalog engine skill is required. Do not switch engines or invent a compatible API.
**Catalog engine known but no skill covers the subtask:** load the closest skill for that same engine 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
| Request | Detected engine | Skills 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` |
| "add an inventory to my proprietary C++ RPG" | existing custom engine | custom-engine reference → `rpg` + `save-systems`; bind data/UI to verified project APIs |
| "build a 2D puzzle in Go with Ebitengine" | Ebitengine (named; later `go.mod`) | `ebitengine-game` → `puzzle` |
| "fix a stale HUD in my Go game" | Ebitengine (`go.mod` + game imports) | `ebitengine-game` → `game-ui-ux`; read text/UI, no new scaffold |
| "add player movement to my Defold game" | Defold (`game.project`) | `defold-core` → `input-systems` |
| "rebirths in my Roblox simulator take forever" | Roblox (`*.project.json` / place file) | `roblox-luau` → `roblox-simulator-economy` → `roblox-networking` |
| "procedural dungeon roguelike in Godot" | Godot | `godot-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 Godot | router 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`.
- Custom/proprietary or unsupported engine integration: `references/custom-engines.md`.