everything-game-dev-code
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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).
Everything Game Dev Code
A universal scaffold for AI-assisted game development.
Multi-engine. Multi-harness. One coordinated workflow.
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 likeagents/— who does the workcommands/— how work startsskills/— how work is executed wellcontexts/— how priorities shift by phasehooks/— how workflow safeguards are enforcedmanifests/— how subsets are installed by profileschemas/— JSON validation for manifests, hooks, and pluginsdocs/templates/— structured templates for GDD, TDD, QA plans, and other deliverablesdocs/orchestration/— agent routing, role handoffs, and workflow sequencestests/— 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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