How I automated the boring part of game development with AI skills A developer built awesome-gamedev-agent-skills, an open-source collection of 66 focused skills for AI coding agents that target specific game engine versions. The project includes a router that selects only the relevant skills based on the project type, preventing AI from generating outdated or incorrect code. The repository is available on GitHub under the Apache 2.0 license. A few days ago I was adding a double jump to a Godot 4 project. My AI handed me this: move and slide velocity, Vector2.UP Looks fine. But that's the Godot 3 signature. In Godot 4 you set velocity as a property and call move and slide with no arguments. The code didn't run. This kept happening. Unity methods that don't exist. Bevy code written against a two-versions-old API. The AI isn't broken, it's just averaging over years of docs and old forum posts and picking the most common-looking code. Game engines move fast. The model doesn't know what version you're on. I tried pasting a big "here's how Godot works" doc into the chat. It kind of helps. Mostly doesn't. A giant doc is expensive, buries the part you need, and still doesn't tell the agent which 200 words out of 5,000 apply to "add a double jump." I built awesome-gamedev-agent-skills https://github.com/gamedev-skills/awesome-gamedev-agent-skills . It's 66 small focused skills plus a router that picks the right ones for you. Free, open source Apache 2.0 , one install: npx skills add gamedev-skills/awesome-gamedev-agent-skills Each "skill" is a small file with a name and a one-line description. The agent only reads the full body when that skill is actually needed. So you can have all 66 installed and your context stays tiny. A router sits on top and does three things: project.godot means Godot, a .uproject means Unreal, etc. So "add a double jump to my Godot player" loads the Godot movement skill and the platformer skill. Nothing else. "Make an inventory for my Unity RPG" loads the ScriptableObjects skill, the RPG skill, and the save systems skill. Three small files instead of sixty-six. | Category | What's in there | |---|---| | Engines 40 | Godot, Unity, Unreal, Phaser, PixiJS, three.js, Bevy, pygame, LOVE, Roblox | | Disciplines 13 | game AI, procedural gen, save systems, shaders, game-feel, camera, performance | | Genres 9 | platformer, roguelike, RPG, FPS, tower defense, card game, visual novel, survival, puzzle | | Workflows 4 | game jam, Steam publish, itch publish, fast prototyping | Every skill says which engine version it targets and sticks to it. Godot 4.x, Unity 6, Unreal 5.4+, PixiJS v8, and so on. This is boring but it's the whole point. It caught real bugs while I was writing the skills. A Godot ray query that used exclude = self when the field wants an array of RIDs. A .NET setup that was right for Godot 4.3 and wrong by 4.5. Without pinning, you're just trusting the model to guess. With it, the code matches your version. Since skills are just markdown files, the same set works in Claude Code, Cursor, Codex, Gemini CLI, Kiro, and anything else that reads the format. One install, no lock-in. npx skills add gamedev-skills/awesome-gamedev-agent-skills Point your agent at a real project and give it a game dev request. Watch what the router loads before it writes anything. If it picks the wrong skill or the code is out of date for your engine version, that's exactly the bug report I want. Repo: github.com/gamedev-skills/awesome-gamedev-agent-skills https://github.com/gamedev-skills/awesome-gamedev-agent-skills It's early and the routing still has gaps on weird project setups. But it already writes a lot less broken engine code than a plain agent, which was the whole point.