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SUMMARY

The game-design process for Claude — knowledge + workflow skills for designing games, tuned for headless, procedural, AI-authored development (engine-agnostic; Godot).

README.md

🎮 gamestack

An agentic framework for building games on any platform — for Claude. Like gstack is for software, but for games.

gamestack is two things working together:

  • A design brain — first-party, engine-agnostic skills that give Claude the knowledge of game design (cited, discipline by discipline) and the process to apply it: concept → world → content → self-review.
  • Engine hands — curated, best-in-class community skill packs for each engine (Godot, Unreal, Unity), referenced directly from one marketplace so Claude can turn a design into real engine code.

You design once, then hand off to whichever engine you're shipping in. The design layer doesn't overlap the engine packs — it's the layer they're missing.

                        gamestack  (one marketplace)
                              │
        ┌─────────────────────┼──────────────────┬──────────────────┐
   gamestack                godot               unreal           unity-jahro
 (first-party brain)       (jame581)          (quodsoler)       (jahro-console)
 design · procgen ── implements ──▶  GDSCRIPT · C++ · per-engine code
 combat · process

We don't reinvent engine work others do well — we slot it in and add the design/discipline layer on top, plus the router that binds them.


How it fits together

Layer What it is Who builds it
🧠 Design brain (first-party) Cited design disciplines + the headless generate-and-review pipeline. Engine-agnostic. This repo
🎮 Engine hands (curated) Per-engine implementation skills (code patterns, systems, optimization), referenced from the marketplace by their authors. Community, MIT-licensed
🔀 The router engine-router — detects the target engine and routes: design → brain, implementation → the right engine pack. This repo

The two first-party skill kinds

Layer What it is Example
🧠 Knowledge A cited design discipline as a guide + do/don't checklist. The "what good looks like." open-world-design, procedural-generation
⚙️ Process A workflow verb the agent runs — generate, review, route, plan. Draws on the knowledge skills. procgen-review, game-design-process, engine-router

The pipeline

  CONCEPT ──▶ WORLD & SYSTEMS ──▶ CONTENT ──▶ REVIEW & GATE ──▶ HANDOFF ──▶ ENGINE CODE
  pillars,    structure, nav,      procgen +   oatmeal/fanfic/    engine-     godot / unreal /
  core loop,  progression,         handcrafted  sameness/anti-     router      unity pack
  signature   economy, combat,     anchors,     pattern gates      picks the   implements
  mechanics   systemic rules       lore                            engine      the spec
  └──────────────── design brain (first-party) ───────────────┘ └──── engine hands ────┘

game-design-process orchestrates the design half and pulls the right skill at each phase. engine-router runs the handoff to engine code. Start at either, or invoke any skill directly.


First-party skills (the design brain)

Process

Skill What it does Status
game-design-process The orchestrator. Walks concept → world → content → review → iterate and names which skill to use at each phase. The entry point for "I'm designing a game." 🟢 v0.1
engine-router The platform router. Takes a ready design and routes implementation to the right engine pack (Godot/Unreal/Unity), keeping design logic and engine code cleanly separated. 🟢 v0.1
procgen-review The self-review pass for generated content. Runs the oatmeal test, the fanfic/retell test, a cross-instance sameness scan, and the intentionality + anti-pattern gates. Built to run in a headless generation loop. 🟢 v0.1

Knowledge

Knowledge skills are organized into three tiers (see docs/architecture.md): universal craft (every game needs them → headed for gamestack-core), genre lenses (pulled for that kind of game), and technique modules (pulled when using that technique). Today they all live in the one gamestack plugin and are tagged with their tier in SKILL.md; the split into separate marketplace packs is a later, mechanical move.

🌐 Universal craft — applies to every genre

Skill What it covers Status
game-design-fundamentals The spine the rest of the pack builds on: interesting decisions (Meier), flow & difficulty curves, motivation (Self-Determination Theory), feedback & agency, and choice architecture — with machine-checkable tests for a generation loop. 🟢 v0.1
game-feel-and-juice The moment-to-moment feel of any action: Swink's three building blocks (fix feel before you juice it), input latency & forgiveness (coyote time, buffering), the juice toolkit + the inverted-U ceiling (Kao), the 12 animation principles, camera & UI feel — as a per-action feedback budget a generator can't exceed. (Extracted as the universal foundation under combat-design.) 🟢 v0.1
level-design The craft of shaping space & encounters: guiding the player (leading lines, landmarks, light, affordances), structure & gating (lock-and-key, interconnection), teaching through space, arena design, in-level pacing, the greybox/metrics process — and a level-design grammar for generators. 🟢 v0.1
onboarding-and-teaching Tutorialization & the first-time experience: teach one mechanic at a time (introduce→test→combine→twist), show-don't-tell over pop-ups, progressive disclosure, the FTUE/retention funnel — and a dependency-ordered teaching ramp for a generated verb set. 🟢 v0.1
ui-ux-and-feedback Game UI/UX at the design level: the diegetic/non-diegetic/spatial/meta framework, information hierarchy & cognitive load, game-state feedback, menu & navigation flow — and generating a HUD/UX spec from a mechanic set. 🟢 v0.1
difficulty-and-balancing The most machine-checkable discipline: eliminating dominant strategies (payoff-matrix dominance checks), cost-curve/power-budget balance, difficulty curves & DDA/hidden directors, per-axis accessibility assists, and metrics/simulation-driven tuning. 🟢 v0.1
pacing-and-the-player-journey Macro pacing as a complement to game feel: the fractal interest curve (encounter→level→session→playthrough), challenge/rest rhythm, novelty cadence, the nested engagement loops + retention-ethics line, and a spec-level pacing director for generated content. 🟢 v0.1
art-direction-and-readability Design-level visual communication: readability as an engineerable objective, silhouette-first validation, value/contrast eye-direction, reserved signal colors, fidelity-fights-readability, the named style bible, and per-asset read contracts for generators. 🟢 v0.1

🎯 Genre lenses — pulled for that kind of game

Skill What it covers Status
open-world-design World structure (the triangle rule, gravity, interconnection, biomes, verticality), diegetic navigation, signal color, exploration pull, and spatial pacing. 🟢 v0.2
combat-design Combat application of game feel: telegraphing as fairness, danger-cue vocabularies, enemy silhouettes & role-based rosters, readable multi-enemy chaos (aggression tokens), and the Souls-like commitment/stamina/checkpoint loop. (General feel → game-feel-and-juice.) 🟢 v0.2
rpg-systems The RPG number-systems triad: progression (price advancement, zone level-bands not world-scaling), economy (faucets/sinks, desirable sinks, anti-hoarding under scarcity, currency-as-material), and loot (rarity baseline, build-defining affixes over stat-sticks, procedural breadth vs. hand-authored identity, the finite-legendary manifest). 🟢 v0.1
narrative-and-quest-design Quests, reactivity, and factions: the facts-database reactivity substrate (Witcher 3), planner-over-world-state procedural quests, blurring flavor vs. consequence, the no-fetch-quest doctrine, radiant-as-supplement, and faction allegiance dilemmas. 🟡 v0.1 ⚠️
worldbuilding-and-lore The world bible and lore delivery: the iceberg principle (build the whole, ship ~10% as frozen typed canon), environmental & item-description storytelling (Jenkins's four modes), an enumerable "alien but coherent" identity that resists generation drift, deep history as faction-proxy pantheons, and ludonarrative harmony (every mechanic answers a lore question). 🟢 v0.1
permadeath-and-lethality High-lethality / permadeath / single-save: the fairness & readability backbone (death is always the player's fault), mitigations that cut failure cost without removing stakes (short runs, opt-in stacking assist, deterministic anti-save-scum), meta-progression & diegetic death (Hades), and the flagged-novel problem of single-save permadeath in a long-form open world. 🟢 v0.1

🔧 Technique modules — pulled when using that technique

Skill What it covers Status
procedural-generation Beating the "10,000 bowls of oatmeal" problem: perceptual uniqueness, the handcrafted-anchor + constrained-fill hybrid, voice-consistent corpora, multiplicative systems, intentionality. 🟢 v0.1
ai-authored-content-coherence The crux skill: keeping AI-authored content coherent at scale — the oatmeal problem, single voice via curated corpus, generate-then-rationalize causation, recurring thematic domains, a machine-readable never-violate lore bible, and the self-review pass. 🟡 v0.1 ⚠️
systemic-emergent-design Authoring affordances not solutions: the immersive-sim substrate (universal rules, intention & perceivable consequence), emergence from few deep interacting systems, multiplicative vs. additive design (the chemistry engine), the "good GM" analogy, and making procgen cohere instead of becoming oatmeal. 🟢 v0.1

⚠️ Some earlier skills were built from a deep-research pass whose adversarial-verification phase was cut short by a session limit. art-direction-and-readability is verification-confirmed at its core (TF2 primary sources); narrative-and-quest-design and ai-authored-content-coherence carry a mix of verified and sourced-but-unverified rules, tagged inline (✅/⚠️/❌). Re-run a clean verification pass before treating the ⚠️ rules as settled.


Engine packs (the hands)

Curated from the community and referenced directly in the gamestack marketplace — install the one(s) for your engine. All MIT-licensed; credit to their authors.

Pack Engine Covers Source Status
godot Godot 4.x GDScript patterns, systems (ability/inventory/dialogue/event-bus), optimization, testing, export pipeline jame581/GodotPrompter ⭐334 🟢 strong
unreal Unreal Engine 27 C++ skills: gameplay framework, rendering, networking/replication, animation, Niagara, world streaming quodsoler/unreal-engine-skills ⭐243 🟢 strong
unity-jahro Unity AI-assisted debugging: structured logging, runtime commands, variable watching (Jahro console) jahro-console/unity-agent-skills 🟡 debug-only
Unity (general) Unity General C# authoring ⬜ roadmap
Three.js / web Three.js Web/WebGL game implementation ⬜ roadmap

Install

Marketplace (recommended)

In Claude Code, add the marketplace once:

/plugin marketplace add rondorkerin/gamestack

Then install the design brain plus your engine pack(s):

/plugin install gamestack          # the design brain (always)
/plugin install godot@gamestack    # + your engine
/plugin install unreal@gamestack
/plugin install unity-jahro@gamestack

Confirm with /plugin. Asking Claude a design question (e.g. "walk me through designing a procedural open-world RPG in Godot") should pull in game-design-process, and engine-router handles the handoff to the Godot pack. Pull updates with:

/plugin marketplace update gamestack

Manual (single skill, no plugin)

First-party skills are plain folders — clone and copy the ones you want:

git clone https://github.com/rondorkerin/gamestack.git
cp -r gamestack/plugins/gamestack/skills/open-world-design ~/.claude/skills/   # all projects
# or into <your-project>/.claude/skills/                                        # one project only

Claude auto-discovers skills in those directories on the next session — verify with /skills.

Headless / Agent SDK

The skills work under claude -p and the Agent SDK. With the plugins installed, point a headless run at the pipeline:

claude -p "Use the game-design-process skill to design a procedural open-world RPG in Godot. \
Run procgen-review on all generated content, then use engine-router to implement it with the godot pack."

game-design-process sequences concept → world → content → review, procgen-review gates generated content, and engine-router hands the spec to the engine pack — no human in the loop.


Using it

Just describe what you're doing:

"I'm starting a procedural open-world RPG in Godot. Walk me through it." → game-design-process

"Lay out the macro-map for the first region." → open-world-design

"I generated 50 dungeons — check them for sameness before I commit them." → procgen-review

"The design's done — now build it in Unreal." → engine-routerunreal pack

Or invoke a skill directly with /<skill-name>.


Skill anatomy

skills/<skill-name>/
├── SKILL.md       # frontmatter (name + "use when" trigger) and overview
├── GUIDE.md       # knowledge skills: the cited "why"
├── CHECKLIST.md   # knowledge skills: actionable do/don't + test-for criteria
└── *.md           # process skills: the procedure the agent runs

SKILL.md is always cheap; everything else loads on demand. See docs/SKILL_TEMPLATE.md.

Framework internals

The process skills share a spine (modeled on gstack's shape):

plugins/gamestack/
├── ETHOS.md            # the builder ethos, injected into every process skill
├── shared/
│   ├── PREAMBLE.md     # injected at load time via !`cat ${CLAUDE_PLUGIN_ROOT}/...`
│   └── GATE.md         # the headless generate→review→repair loop contract
└── overlays/           # per-engine spec→pack-skill mapping (godot/unreal/unity/threejs)

Each process skill opens by injecting PREAMBLE.md + ETHOS.md, which loads the design bible<your-project>/.gamestack/bible/ — the persistent, cross-session record of your pillars, world, systems, lore, constraints, and decisions. It is also the engine-independent contract engine-router hands to the engine pack. Design once; the bible remembers; implement per engine.


Roadmap

Engine coverage (curate strong community packs, or build first-party):

  • ✅ Godot · ✅ Unreal · 🟡 Unity (debug-only — needs a general authoring pack) · ⬜ Three.js / web

Design brain — knowledge — 🌐 universal craft (the spine every genre needs):

  • ✅ Game-design fundamentals · ✅ Game feel & juice · ✅ Level design · ✅ Onboarding & teaching
  • ✅ UI/UX & feedback · ✅ Difficulty & balancing · ✅ Pacing & the player journey · ✅ Art direction & readability
  • ⬜ Round 2: audio design · accessibility · playtesting & telemetry · monetization & business model · scope/production

Design brain — knowledge — 🎯 genre lenses (more genres broaden general game-dev coverage):

  • ✅ Open-world design · ✅ Combat design · ✅ RPG systems · ✅ Narrative & quest · ✅ Worldbuilding & lore · ✅ Permadeath & lethality
  • ⬜ Round 3: platformer/movement · shooter · puzzle · strategy/tactics · sim/management · survival/crafting · deckbuilder · horror

Design brain — knowledge — 🔧 technique modules:

  • ✅ Procedural generation · ✅ AI-authored content coherence · ✅ Systemic / emergent design · ⬜ Multiplayer/netcode · ⬜ Save/persistence

Architecture & packaging (core / genre / technique multi-pack split, genre-aware orchestrator): see docs/architecture.md. Research prompts for the open rounds: docs/research-prompts.md.

Design brain — process:

  • ✅ Game-design process (orchestrator) · ✅ Engine router · ✅ Procgen review
  • ⬜ Concept & pillars planning · ⬜ World-layout pass · ⬜ Quest quality gate
  • ⬜ Lore-coherence audit · ⬜ Design review · ⬜ Playtest analysis

Production & tooling:

  • ⬜ Performance optimization (engine-agnostic principles + per-engine hooks)
  • ⬜ Asset pipelines via MCP (e.g. Meshy / 3D generation, texture pipelines)
  • ⬜ Algorithms (pathfinding, spatial partitioning, noise) · ⬜ Production & project management

Contributing

Research, citations, production lessons, and engine packs to slot in are all welcome — see CONTRIBUTING.md for the skill template and conventions. The design brain's knowledge skills are grown from deep-research docs; reusable prompts live in docs/research-prompts.md.

License

MIT © Arcos Labs. Engine packs are MIT-licensed by their respective authors. Use it, fork it, ship games with it.

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