everything-game-dev-code
Health Gecti
- License — License: MIT
- Description — Repository has a description
- Active repo — Last push 0 days ago
- Community trust — 11 GitHub stars
Code Gecti
- Code scan — Scanned 12 files during light audit, no dangerous patterns found
Permissions Gecti
- Permissions — No dangerous permissions requested
Bu listing icin henuz AI raporu yok.
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.
Yorumlar (0)
Yorum birakmak icin giris yap.
Yorum birakSonuc bulunamadi