everything-game-dev-code

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SUMMARY

A universal scaffold for AI-assisted game development. 42 agents, 51 commands, 86 skills. Multi-engine (Unity, Unreal, Godot, HTML). Multi-harness (Claude Code, Codex, Cursor, OpenCode, Kiro).

README.md

Everything Game Dev Code

A universal scaffold for AI-assisted game development.

Multi-engine. Multi-harness. One coordinated workflow.


license
agents
commands
skills
rules
contexts
harnesses
engines

Unity · Unreal Engine · Godot · HTML/JS — strict engine isolation, shared standards.


Not just a prompt collection — a structured operating system for game projects that combines:

  • Rules for policy and standards
  • Agents for role specialization
  • Commands for repeatable entry points
  • Skills for reusable execution patterns
  • Contexts for phase-specific behavior
  • Hooks for workflow automation
  • Harness adapters for Claude, Codex, Cursor, OpenCode, and Kiro

Quickstart

git clone https://github.com/MRCalderon3D/everything-game-dev-code.git
cd everything-game-dev-code

Open the folder in your AI coding assistant (Claude Code, Cursor, Codex, OpenCode, or Kiro). The scaffold is loaded automatically from CLAUDE.md and rules/.

Then type commands in the chat:

Command What it does
/plan Outline your project before coding
/gdd Generate a Game Design Document
/tdd Generate a Technical Design Document
/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
/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.

Step-by-step guide

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.

Example project

The PirateInvaders/ folder contains a complete HTML game built with the /full-game command in a single pass. For real projects, we recommend going step by step.

Goals

  • Keep shared game-development standards engine-neutral.
  • Let Unity, Unreal, and Godot each extend the base cleanly without contaminating one another.
  • Support real production work across design, engineering, content, QA, release, and live ops.
  • Turn repeated solutions into reusable skills and structured workflows.
  • Make the repository portable across multiple coding assistants and harnesses.

Repository Model

This scaffold is organized in layers:

  • rules/ — what good looks like
  • agents/ — who does the work
  • commands/ — how work starts
  • skills/ — how work is executed well
  • contexts/ — how priorities shift by phase
  • hooks/ — how workflow safeguards are enforced
  • manifests/ — how subsets are installed by profile
  • schemas/ — JSON validation for manifests, hooks, and plugins
  • docs/templates/ — structured templates for GDD, TDD, QA plans, and other deliverables
  • docs/orchestration/ — agent routing, role handoffs, and workflow sequences
  • tests/ — how the scaffold verifies itself
  • harness adapters — how different AI clients consume the same source of truth

Engine Isolation Policy

The repository is intentionally split into:

  • rules/common/
  • rules/unity/
  • rules/unreal/
  • rules/godot/

And equivalent skill / command / review layers where needed.

Shared documents should describe intent, ownership, and quality bars. Engine-specific files should describe implementation conventions inside that engine only.

Intended Use Cases

  • New game project setup
  • Multi-engine studio workflows
  • Internal AI workflow standardization
  • GDD and technical design maintenance
  • QA and release readiness reviews
  • Plugin / content / tooling governance
  • Cross-discipline planning and orchestration

Supported Harnesses

  • Claude Code
  • Codex
  • Cursor
  • OpenCode
  • Kiro

Each harness adapter points back to the same shared scaffold rather than becoming a second source of truth.

Current Status

The scaffold is intentionally modular. Different blocks may be added or replaced over time, but the repository should always preserve:

  • flat agent and command structures
  • layered rules
  • grouped skills
  • engine isolation
  • harness portability

Principles

  • Design before implementation
  • Explicit ownership over implicit assumptions
  • Testability over cleverness
  • Documentation that supports execution
  • Measured performance and release readiness
  • Accessibility, QA, and compliance as first-class requirements

License

This repository is provided under the MIT License unless you replace it with your studio’s internal licensing policy.

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