By MRCalderon3D
A scaffolded game development workflow for Claude Code that enforces production-quality conventions across art, audio, design, code, and release pipelines for Unity, Unreal, Godot, and web projects. Provides layered rules, specialized agents, and reusable skills to keep asset pipelines consistent, performance budgets tracked, and builds release-ready without per-asset fixes.
Commands are the preferred entry points for work in this scaffold. Each command defines a specific task, the conditions under which it applies, and which agents it invokes. Starting work through a command ensures the right roles are activated and the right standards are applied.
Review accessibility coverage for input, readability, audio, and difficulty options against design intent.
Review animation implementation, state machines, transitions, and gameplay readability.
Review 2D art assets for naming, resolution, atlas config, animation, tilemap rules, and placeholder readiness.
Review 3D art assets for export conventions, rigs, animation clips, materials, lighting, and LOD compliance.
Owns 2D art pipeline quality — sprites, tilemaps, 2D animations, UI visual assets, and placeholder assets.
Agent files define the specialized roles that carry out work in this scaffold. Each agent has a fixed identity, a set of responsibilities, and a declared toolset. When a command invokes an agent, it activates that agent's behavior and constraints for the duration of the task.
Reviews accessibility, rebindings, contrast, readability, and inclusive UX coverage.
Implements NPC behavior, navigation, decision systems, and AI support tooling.
Implements animation state logic, blending, sync, and event-driven hooks.
Define authoring, import, and state machine rules for frame-by-frame and skeletal 2D animations.
Define authoring, export, root motion, and retargeting rules for skeletal 3D animation clips.
Define export, scale, pivot, and naming rules for 3D assets so every model imports correctly without per-asset fixes.
Generate real game assets (images, skyboxes, 3D models, SFX, music, voice, video) from text prompts through the provider registry, with provenance and acceptance gates.
Define a visual direction that artists, UI, technical art, and marketing can execute consistently.
Requires secrets
Needs API keys or credentials to function
Uses power tools
Uses Bash, Write, or Edit tools
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Unity · Unreal Engine · Godot · HTML/JS — 2D and 3D, strict engine isolation, shared standards.
Not just a prompt collection — a structured operating system for game projects that combines:
git clone https://github.com/MRCalderon3D/everything-game-dev-code.git
cd everything-game-dev-code
npm run setup:hooks
npm run setup:hooks wires the repo's pre-commit checks (structure sync + validation) so committed artifacts never drift; it needs Node.js 18+ and takes one second. Run npm run doctor at any time to diagnose your installation (environment, hooks, active engine profile, generated-artifact drift) with remediation hints.
Open the folder in your AI coding assistant (Claude Code, Cursor, Codex, OpenCode, or Kiro). The scaffold is loaded from the assistant's adapter plus the shared AGENTS.md, rules/, commands/, agents/, and skills/ layers.
Then type commands in the chat:
| Command | What it does |
|---|---|
/plan | Outline your project before coding |
/gdd | Generate a Game Design Document |
/tdd | Apply test-driven development to the current task |
/scene-bootstrap | Scaffold a new scene |
/unity-setup | Bootstrap a Unity project with conventions |
/unity-build-fix | Diagnose and fix Unity build errors |
/godot-setup | Bootstrap a Godot project |
/unreal-setup | Bootstrap an Unreal project |
/web-setup | Bootstrap a web (HTML5) project, 2D canvas or 3D WebGL |
/generate-assets | Generate real assets — images, skyboxes, 3D models, SFX, music, voice, video — from text prompts |
/full-game | Orchestrate an entire game from scratch (experimental) |
You don't have to follow a specific order. Pick whatever command fits your current need — start a new project, generate a GDD for an existing one, run a QA review, or fix a build error.
The guides/Dash & Collect/ folder contains a full tutorial that walks through building a game using the scaffold's commands, agents, skills, and contexts across all project phases.
The samples/ folder contains thirteen complete HTML games built with the /full-game command in a single pass each (PirateInvaders, Tetris2DMutation, LosRenacidos, pacmanAI, harness-comparison variants, PrismDefense3D — the first 3D sample, built on Three.js against the web 3D rules, plus its CC0-textured Visuals variant and its AssetsGen variant where every model, texture, skybox, sound, and the intro cinematic were generated through the /generate-assets layer, and NebulaLance — a 2.5D R-Type-style shoot-'em-up whose ship, enemies, boss, nebula, audio, and image-to-video menu cinematic are all AI-generated), plus a writeup comparing how different AI harnesses performed on the same brief. For real projects, we recommend going step by step.
This scaffold is organized in layers:
npx claudepluginhub mrcalderon3d/everything-game-dev-codeAgent tooling for Summer Engine: game-dev skills, lifecycle hooks, and a 44-tool MCP bridge to the local desktop app.
Editorial "Indie Game Dev" bundle for Claude Code from Antigravity Awesome Skills.
Comprehensive game development learning system with 7 specialized agents, 21 in-depth skills, 4 slash commands, and automation hooks. Master game design, programming, graphics, audio, networking, tools, and publishing across Unity, Unreal Engine, and Godot.
Comprehensive Godot game development plugin for Claude Code featuring project setup, scene/UI templates, debugging tools, performance optimization, and interactive planning agents. Supports 2D/3D game development with rapid iteration workflows.
The game studio for the agent internet. Build, monetize, and ship browser games with one command. Phaser 2D, Three.js 3D, Play.fun monetization. Works with 40+ AI coding agents.
Commands for game development workflows