LibreGameDev-Claude-Code

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SUMMARY

20 Claude Code plugins for game development across Godot, Unity, and Unreal

README.md

LibreGameDev Claude Code

LibreGameDev Claude Code

Game development for Claude Code — 20 specialized plugins (20 agents, 20 commands, 20 skills) plus optional hooks, across Godot, Unity, Unreal, and web

Stars License Last Commit Godot Unity Unreal Claude Code

These game plugins also ship in claude-code-game-development v2.0.0, which is where they keep growing. This pack stays installable as it is.


Skills, agents, commands, and a reference manual for shipping games with Claude Code.

Game development is one of the few domains where the AI-codegen pattern that works for SaaS doesn't quite work. The game loop is timing-sensitive. The rendering pipeline is hostile to "just add abstraction." The state management is its own discipline. Generic LLM coding assistants often produce code that compiles but feels off — wrong physics, wrong feel, wrong feedback loop. LibreGameDev gives Claude Code the game-specific expertise needed to ship games that feel right.

Twenty domain plugins, each with an agent, a slash command, and a skill. Worked examples in GDScript, C# (Unity), C++ (Unreal), and Godot shader language. A 13-section reference manual, mostly JavaScript and web-focused, lives in the companion repo claude-code-game-development. The substance you'd expect from a senior gameplay engineer who's also a Claude Code power user.


The shift this kit responds to

Andrej Karpathy framed the broader change in December 2025:

"I've never felt this much behind as a programmer. The profession is being dramatically refactored."

For game developers, the refactor cuts two ways. The tedious parts (boilerplate for input handlers, save serializers, asset import scripts) become faster. The expressive parts (game feel, player flow, level pacing) require deeper collaboration with the agent — and that means the agent needs deeper game-domain knowledge. LibreGameDev provides that knowledge.

Where LibreGameDev fits in the Claude Code stack

Claude Code component LibreGameDev provides
Plugins 20 domain plugins (engine, rendering, AI, audio, networking, more) plus the optional libre-gamedev-hooks
Agents 20 specialist agents, one per plugin (Unity engineer, Godot engineer, network engineer, etc.)
Commands 20 slash commands, one per plugin, each with focused actions
Skills 20 pattern libraries, one per plugin
Hooks Engine detection at session start, confirmation before touching secrets or signing keys, a check after writes
Reference docs 13-section manual in claude-code-game-development/docs
Templates A CLAUDE.md template for game projects (templates/CLAUDE.md)

What's included

LibreGameDev-Claude-Code/
├── .claude-plugin/
│   └── marketplace.json       # the libre-gamedev marketplace (21 plugins)
├── plugins/
│   ├── <plugin>/              # 20 game dev plugins, one per subdomain
│   │   ├── .claude-plugin/plugin.json
│   │   ├── agents/<agent>.md
│   │   ├── commands/<command>.md
│   │   ├── skills/<skill>/SKILL.md
│   │   └── README.md
│   └── libre-gamedev-hooks/   # optional hooks (hooks/hooks.json + scripts)
├── learning-paths/            # beginner / intermediate / advanced curated reading orders
├── templates/CLAUDE.md        # CLAUDE.md template for a game project
└── setup.sh                   # installs through the Claude Code plugin CLI

The 20 plugins

Each plugin ships an agent (specialist persona), a command (quick slash invocation with focused actions), and a skill (reusable pattern library). Descriptions below match each plugin's manifest.

Engines

Plugin Agent Command Skill What it covers
godot-development godot-engineer /godot godot-development Node tree and scene design, signals, resources, physics, animation, typed GDScript or C#, GDExtension, and GUT tests.
unity-development unity-engineer /unity unity-development MonoBehaviour or DOTS architecture, URP and HDRP, Addressables, the Input System, ScriptableObjects, and idiomatic C#.
unreal-engine unreal-developer /unreal unreal-patterns Gameplay Framework, Blueprint or C++, the Gameplay Ability System, Enhanced Input, replication, and Lumen and Nanite.

Core systems

Plugin Agent Command Skill What it covers
game-architecture game-architect /game-arch game-arch-patterns Game loops, ECS, event buses, data resources, service locators, scene management, and state stacks.
input-systems input-engineer /input-system input-patterns Action maps, gamepad deadzones, input buffering, rebinding, touch controls, and rumble across Godot, Unity, and Unreal.
save-systems save-system-engineer /save-system save-system-patterns Serialization, save file versioning and migration, atomic writes, slots, settings persistence, and platform cloud saves.
localization localization-engineer /localize localization-patterns String extraction, gettext PO files, ICU plurals, right-to-left layout, CJK font fallback, and pseudo-localization.

Rendering + audio

Plugin Agent Command Skill What it covers
shader-programming shader-programmer /shader shader-patterns Godot shading language, vertex and fragment stages, common effects, post-processing, and shader performance.
animation-systems animation-engineer /animate animation-patterns Blend trees, state machines, IK, root motion, and animation events across Godot AnimationTree, Unity Animator, and Unreal AnimGraph.
audio-systems game-audio-engineer /game-audio audio-patterns Bus architecture, spatial audio, dynamic music, sound pooling, and FMOD or Wwise integration.
ui-game-design game-ui-designer /game-ui game-ui-patterns HUDs, menu stacks, inventory grids, dialogue boxes, settings screens, and accessibility with Godot Control nodes.

Gameplay

Plugin Agent Command Skill What it covers
ai-game-behavior game-ai-engineer /game-ai game-ai-patterns Behavior trees, state machines, utility AI, GOAP, navmesh pathfinding, and perception systems.
physics-simulation physics-engineer /physics physics-patterns Body types, collision layers, character controllers, raycasts, triggers, joints, and physics performance in Godot and Unity.
procedural-generation procgen-engineer /procgen procgen-patterns Noise terrain, BSP and cellular automata dungeons, Wave Function Collapse, seeded randomness, and solvability checks.
level-design level-designer /level-design level-design-patterns Greyboxing, TileMaps, modular kits, navmesh baking, level streaming, and environmental storytelling.

Quality + ops

Plugin Agent Command Skill What it covers
playtesting playtest-coordinator /playtest playtest-patterns Session design, observation protocols, telemetry schemas, death heatmaps, funnels, and A/B tests.
performance-optimization game-perf-engineer /game-perf game-perf-patterns Profiling methodology, draw call batching, LODs, occlusion culling, object pooling, and GDScript hot path fixes.
asset-pipelines asset-pipeline-engineer /assets asset-pipeline-patterns Import settings, texture atlasing, LOD generation, audio compression, and CI asset validation for Godot and Unity.
multiplayer-networking network-engineer /multiplayer multiplayer-networking Rollback, lockstep, client prediction with reconciliation, lag compensation, bandwidth budgets, NAT traversal, and Godot or Unity networking.
monetization-ethics monetization-advisor /monetize ethical-monetization-patterns Dark pattern audits, cosmetics-only stores, fair battle passes, platform IAP flows, and player spending protection.

Optional hooks

Plugin Events What it does
libre-gamedev-hooks SessionStart, PreToolUse, PostToolUse Prints one line of context when the project is Godot, Unity, Unreal, or a web game; asks before a tool touches .env files, keys, Android keystores, or Godot export credentials, and before rm -rf or force pushes; flags empty writes and reminds once per session to run the tests. See its README.

Quick start

Install from Claude Code

/plugin marketplace add HermeticOrmus/LibreGameDev-Claude-Code
/plugin install godot-development@libre-gamedev

Install any other plugin the same way, by its name from the tables above plus @libre-gamedev. The same from a terminal:

claude plugin marketplace add HermeticOrmus/LibreGameDev-Claude-Code
claude plugin install godot-development@libre-gamedev

Optional hooks (engine detection, confirmation before touching secrets or signing keys): /plugin install libre-gamedev-hooks@libre-gamedev.

Install from a checkout

# Clone
git clone https://github.com/HermeticOrmus/LibreGameDev-Claude-Code.git ~/projects/LibreGameDev-Claude-Code
cd ~/projects/LibreGameDev-Claude-Code

# Install all 21 plugins (the 20 game dev plugins plus libre-gamedev-hooks)
./setup.sh

# Or install just the plugins you need
./setup.sh --only godot-development,multiplayer-networking,shader-programming

# See every plugin, or remove the pack
./setup.sh --list
./setup.sh --uninstall

setup.sh registers the checkout as the libre-gamedev marketplace and installs through claude plugin install, so it needs the claude CLI and jq. Restart Claude Code after installing.

Then in any Claude Code session at your game project root:

/game-arch design an ECS-style architecture for a 2D space shooter in Godot 4 with 200+ simultaneous bullets, particle effects, and 6 enemy types

See QUICK_START.md for a 30-minute walkthrough that takes you from "I cloned this" to "I have a working game prototype with Claude Code's help."


The reference manual

The 13-section reference manual lives in claude-code-game-development/docs: 80 files, each section a README plus topic chapters, with most examples in JavaScript for web games. Use as:

  • Lookup when the agent says "I'd use a behavior tree here" and you want to read the full pattern
  • Onboarding for new team members — point them at relevant sections in reading order via the learning paths
  • Reference for code review when checking whether an agent-generated implementation follows known-good patterns

Highlights by section:

  • 03-graphics-rendering: canvas 2D rendering, WebGL basics, sprite management, lighting and shadows, particle systems, post-processing effects, shader programming
  • 04-game-ai: behavior trees, finite state machines, pathfinding, NPC behaviors, adaptive difficulty, procedural generation
  • 06-networking-multiplayer: client-server architecture, state synchronization, lag compensation, WebSocket implementation, matchmaking, anti-cheat
  • 09-advanced-patterns: entity-component systems, event-driven architecture, dependency injection, object pooling, spatial partitioning, save/load systems
  • 10-performance-optimization: profiling and debugging, rendering optimization, memory management, asset loading, mobile optimization, Web Worker parallelism

For rollback, lockstep, GOAP, and utility AI, the multiplayer-networking and ai-game-behavior plugins in this pack carry the patterns directly.


Learning paths

The repo is structured by experience level. Each learning path is a curated reading order through the reference docs, paired with prompts for the plugins here, not separate content.

Beginner — "I want to make my first game with Claude Code"

You've never shipped a game. You want to understand the discipline before picking an engine. The beginner path walks you through core concepts (game loop, state, input handling) then a small first project.

→ learning-paths/beginner.md

Intermediate — "I have a game prototype that runs. Now what?"

You've made something. It works. But it doesn't quite feel right and you're not sure why. The intermediate path covers the polish layer — feel, juice, pacing, performance basics, save systems.

→ learning-paths/intermediate.md

Advanced — "I'm shipping. How do I avoid the disasters?"

You're going to release. Now multiplayer netcode, real performance optimization, telemetry, A/B testing, monetization ethics, platform requirements (Steam, console certs), and the gotchas that turn launches into post-mortems.

→ learning-paths/advanced.md


Compatibility

  • Engines covered: Godot 4.x (GDScript + C#), Unity 2022.x / 6.x (C#), Unreal 5.x (Blueprints + C++)
  • Web game stacks: Phaser 3, Pixi.js, plain Canvas + WebGL, Three.js (for 3D in web)
  • Languages: JavaScript, TypeScript, GDScript, C#, C++
  • Platforms covered in deployment section: Steam, itch.io, console (general patterns; no NDA-specific content), mobile (iOS/Android stores, regional compliance), web (deployment + monetization)
  • Skill level: experienced programmers new to games (most useful) through senior gameplay engineers (still useful as a reference)

LibreGameDev plugins do not depend on any specific game engine being installed — the plugins are documentation + prompt-engineering, not engine-specific tooling.


Feedback

Starred this? Tell us what worked and what is missing: open a feedback issue. Every piece of feedback gets an answer, and changes that come from it are credited in the release notes.


Contributing

Game dev is a wide field. Twenty plugins covers a lot but not everything. PRs especially welcome for:

  • Engine deepening — Godot is currently most complete; Unity + Unreal need more
  • Genre-specific patterns — roguelike, immersive sim, RTS, fighting game, MMO each have specialized knowledge
  • Mobile-specific patterns — touch controls, battery optimization, app store review patterns
  • Console-specific patterns — Switch, PlayStation, Xbox each have unique cert requirements (within NDA limits)
  • Translation of learning paths — game dev community is heavily ESL; non-English documentation under-served
  • Case studies of real shipped games with permission to discuss

See CONTRIBUTING.md.


Part of the Libre Open-Source Stack for Claude Code

This repository is part of a growing family of open-source toolkits for Claude Code.

Libre suite — comprehensive plugin bundles

Skills mini-repos — single CLAUDE.md drop-ins

Template source

Star the family, not just one — that's how the suite stays coherent.

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