By HubDev-AI
Generate playable Godot 4 games from natural language prompts using 14 specialized AI skills, with MCP tools for editor integration and automatic notifications when builds complete.
Visual quality system for Godot games. Creates polished, layered procedural visuals using shaders, _draw(), particles, and post-processing. Also handles external art pipelines (user-provided or AI-generated sprites). The goal is games that look intentional and stylish — never flat colored rectangles.
Master router and orchestrator for AI game generation in Godot 4. GODOT 4 ONLY — never create HTML/JS/TS web apps, Unity, Unreal, or any non-Godot project. "web game" = Godot game with HTML5 export. "mobile game" = Godot with touch input. The current directory already contains a Godot project — write all files here. Triggers on: "create a game", "add feature", "build", "make", "generate".
Internal development skill for working on the AI Game Builder plugin itself. NOT for game generation — this is for modifying the builder's skills, MCP server, Godot plugin, hooks, docs, and tooling. Load this when continuing builder development. Triggers on: "improve the builder", "add a new skill", "fix the MCP server", "update the plugin", or any request about developing the AI Game Builder itself.
Game Director — the project manager for AI game generation in Godot 4. GODOT 4 ONLY — never create HTML/JS/TS web apps, Unity, Unreal, or any non-Godot project. "web game" = Godot + HTML5 export. "mobile game" = Godot + touch input. The current directory already contains a Godot project — write all files here. Triggers on: "create a game", "build a complete game", "build from these docs".
Requirements Distiller — takes complex game design documents (GDDs, PRDs, feature lists) and produces a scoped, single-session build plan that the builder can actually deliver. Prevents scope explosion by identifying the core gameplay loop and stripping everything else. Triggers on: "distill", "scope", "session plan", or when the builder detects complex multi-doc input.
Admin access level
Server config contains admin-level keywords
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A Claude Code plugin that generates playable Godot 4 games from natural language prompts.
You (natural language prompts)
|
Claude Code + AI Game Builder plugin
| |
Writes .gd/.tscn MCP Server (godot-bridge)
directly to disk |
| Godot Editor Plugin (HTTP on port 6100)
| |
Godot auto-reloads Run / Stop / Get Errors
Claude Code is the brain. The plugin gives it 14 specialized game development skills, 28 MCP tools for deep editor integration, and a Stop hook that keeps it focused until the build is complete.
# Option A — Load directly (for development/testing)
claude --plugin-dir /path/to/godot-ai-builder
# Option B — Install from marketplace
/plugin marketplace add https://github.com/HubDev-AI/godot-ai-builder
/plugin install godot-ai-builder
cd /path/to/godot-ai-builder
./setup.sh /path/to/your/godot/project
This copies the HTTP bridge plugin into your Godot project's addons/ folder and installs MCP dependencies.
cd /path/to/your/godot/project
claude --plugin-dir /path/to/godot-ai-builder
Then tell Claude what you want:
Make a shooter game
Claude will ask whether you want a full game (6-phase build with PRD, enemies, UI, polish) or a simple game (minimal, fast, playable). Give a detailed prompt to skip the question and go straight to building.
For full games, Claude also asks about your preferred visual tier: procedural (shaders, gradients, glow effects — default), custom art (you provide sprites), AI-generated art (generates prompts for DALL-E/Midjourney), or prototype (basic shapes).
| Skill | Purpose |
|---|---|
godot-builder | Master router — entry point for all requests |
godot-director | Game Director — 6-phase build protocol with quality gates |
godot-polish | Game juice — screen shake, particles, hit flash, animations |
godot-init | Project bootstrapping, folder structure, project.godot |
godot-gdscript | GDScript syntax, patterns, common mistakes |
godot-scene-arch | Scene building (programmatic vs .tscn) |
godot-player | Player controllers for every genre |
godot-enemies | Enemy AI, spawn systems, boss patterns |
godot-physics | Collision layers, physics bodies, Area2D triggers |
godot-ui | UI screens, HUD, menus, transitions |
godot-effects | Audio, particles, tweens, visual effects |
godot-assets | Visual quality system: procedural visuals, shaders, art pipelines |
godot-ops | MCP tool operations: run, stop, errors, reload |
godot-templates | Genre-specific templates with file manifests |
| Tool | Purpose |
|---|---|
godot_get_project_state | Read project structure and settings |
godot_run_scene | Run the game in the editor |
godot_stop_scene | Stop the running game |
godot_get_errors | Read editor error log |
godot_reload_filesystem | Tell Godot to rescan files |
godot_generate_asset | Generate polished SVG/PNG sprites for entities |
godot_generate_asset_pack | Generate a full coherent asset set for a game genre |
godot_parse_scene | Parse .tscn file structure |
godot_scan_project_files | List all project files |
godot_read_project_setting | Read project.godot values |
godot_list_addons | List curated add-ons from the internal compatibility catalog |
godot_install_addon | Install curated add-ons into the current project |
godot_verify_addon | Verify add-on files and integration health checks |
godot_apply_integration_pack | Apply a curated integration pack (PoC: pack_polish) with strict failure mode |
godot_log | Send progress messages to the Godot dock panel |
godot_save_build_state | Save build checkpoint (phase progress, files, quality gates) |
godot_get_build_state | Load build checkpoint (detect interrupted builds) |
godot_get_latest_quality_report | Read recent quality reports from .claude/quality_reports (optional phase filter) |
godot_evaluate_quality_gates | Run objective quality checks (especially Phase 5/6) and return failed gates |
godot_score_poc_quality | Score PoC runs with weighted rubric and enforce max-iteration verdicts (go/needs_iteration/no_go) |
godot_update_phase | Update dock phase progress (number, name, status, gates) |
Editor Integration (inspect, verify, manipulate — what Ziva charges $20/month for):
npx claudepluginhub hubdev-ai/godot-ai-builderDevelop, test, build, and deploy Godot 4.x games with Claude Code. Includes GdUnit4 testing, web/desktop exports, CI/CD pipelines, and deployment to Vercel/GitHub Pages/itch.io.
Harness-native ECC operator layer - 67 agents, 271 skills, 92 legacy command shims, reusable hooks, rules, selective install profiles, and production-ready workflows for Claude Code, Codex, OpenCode, Cursor, and related agent harnesses
Comprehensive skill pack with 66 specialized skills for full-stack developers: 12 language experts (Python, TypeScript, Go, Rust, C++, Swift, Kotlin, C#, PHP, Java, SQL, JavaScript), 10 backend frameworks, 6 frontend/mobile, plus infrastructure, DevOps, security, and testing. Features progressive disclosure architecture for 50% faster loading.
Core skills library for Claude Code: TDD, debugging, collaboration patterns, and proven techniques
Access thousands of AI prompts and skills directly in your AI coding assistant. Search prompts, discover skills, save your own, and improve prompts with AI.
Upstash Context7 MCP server for up-to-date documentation lookup. Pull version-specific documentation and code examples directly from source repositories into your LLM context.