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router Checked

Routes any game-development request to the right specialized skill(s): it detects the engine (God…
🎨 Design & Creative skills By gamedev-skills Version v1.0.0 Added 2026-10-21 Updated 2026-10-21 Source ↗
8.0Overall rating
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2.1kStars

Installation

🤖 Install via AI

Copy the prompt below and send it to your AI assistant (e.g. Claude Code) — it will follow the instructions and install automatically.

Install the "router" skill by following the instructions at https://skill123.me/install/router.
⌨️ Command line install

Run in your terminal — downloads and installs to ~/.claude/skills/.

curl -fsSL https://skill123.me/install/router.sh | bash
📦 Download ZIP

Download the zip and extract it into your skills directory (e.g. ~/.claude/skills/), then restart your session.

⬇ Download v1.0.0 · 14 KB
📊 Static rating
8.0/10
Trigger
8.0
Structure
0.0
Workflow
8.0
Content
0.0
Engineering
0.0
Security
7.0

Six-dimension rubric with reviewer rationale.

View scorecard ↓
🛡 Dynamic test
—

Not live-tested yet — this skill is rated on static analysis only.

About this skill

Routes any game-development request to the right specialized skill(s): it detects the engine (Godot, Unity, Unreal, Bevy, Phaser, PixiJS, three.js, 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.

Documentation

Routes any game-development request to the right specialized skill(s): it detects the engine (Godot, Unity, Unreal, Bevy, Phaser, PixiJS, three.js, 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** — engine unknown or no skill fits → ask or default to Godot; state any gap. §6.

---

1. Engine detection (project fingerprint)

Scan for the highest-confidence signal; **choose exactly one** engine. Stop at the first match.

View full documentation

| # | 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 | Bevy | Cargo.toml with a bevy dependency | skills/other-engines/bevy-ecs/ |

| 5 | Phaser | package.json dep phaser | skills/web-engines/phaser-* |

| 6 | PixiJS | package.json dep pixi.js | skills/web-engines/pixijs-rendering/ |

| 7 | three.js | package.json dep three | skills/web-engines/threejs-* |

| 8 | LÖVE | conf.lua / main.lua calling love.* | skills/other-engines/love2d-core/ |

| 9 | pygame | *.py with import pygame | skills/other-engines/pygame-core/ |

| 10 | Roblox | *.rbxl(x) / *.project.json (Rojo) | skills/other-engines/roblox-* |

For secondary signals, the Godot-C#/Unity/Bevy 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

and ../docs/VERSION-SUPPORT.md.

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.

  • **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; Roblox foundation

roblox-luau, persistence roblox-datastores, UI roblox-ui, remotes/security

roblox-networking, character lifecycle roblox-characters, simulation/queries

roblox-physics, and in-Studio operation roblox-studio-workflow.

### 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 | 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 +

Score breakdown

Trigger
8.0
Structure
0.0
Workflow
8.0
Content
0.0
Engineering
0.0
Security
7.0