Claude Code Game Development plugin
22 game plugins, each with an agent, a command and a skill: Godot, Unity, Unreal, netcode, shaders, playtests and optimization
- 79 ★ on the repository
- Last commit
Extended access
Why this level
- The plugins add agents, commands and skills that edit the game project, and the optional hooks intervene in tool calls themselves
Install
- Works in
Manual install
/plugin install godot-development@claude-code-game-developmentFirst /plugin marketplace add HermeticOrmus/claude-code-game-development; any other plugin installs the same way by name.
Access and checks
How we reviewExtended accessThe tool runs code or makes network calls and only reads external data.
- The plugins add agents, commands and skills that edit the game project, and the optional hooks intervene in tool calls themselves
This is third-party code. Review the repository files before installing.
What it does
Claude Code Game Development is a plugin marketplace for game development. Of the 87 plugins in the repository 22 are for games: 20 domain plugins from LibreGameDev, a hooks plugin and `game-development` from the wshobson/agents repository. Each domain plugin has an agent, a slash command with focused actions and a skill. They cover the Godot, Unity and Unreal engines, architecture and input systems, save systems and localization, shaders, animation, audio and UI, game AI, physics, procedural generation and level design, playtesting, optimization, asset pipelines, netcode and ethical monetization. The optional `libre-gamedev-hooks` plugin detects the project type and asks before reading secrets, `rm -rf` and force pushes.
Who it is for. Indie developers and small studios building games in Godot, Unity or Unreal who bring Claude Code into everyday engine tasks.
Good fit when
- You write GDScript and ask the agent to review the node tree, signals and GUT tests
- A multiplayer game needs client prediction, lag compensation and a bandwidth budget
- The game lags and you need to find draw call and object pool bottlenecks
- You want an in-game store checked for dark patterns
- A Unity project needs patterns for Addressables, the Input System and ScriptableObjects
Not a fit when
- You build a game on an engine outside the list: the plugins target Godot, Unity, Unreal and web games
- You want the whole set in one install with no choosing: each plugin is installed separately or by the `./setup.sh` script
- You still use the marketplace under the old `claude-code-workflows` name without migrating
- You need a hooks set already verified in a live Grok Build session
Example request
Install the godot-development plugin and review the player scene: signals, physics, and cover movement logic with GUT testsLimitations
Plugins are installed one by one with `/plugin install <name>@claude-code-game-development`, or by the `./setup.sh` script, which needs the `claude` CLI and `jq`. Since version 2.0.0 the marketplace was renamed from `claude-code-workflows`: 1.x users need a migration, otherwise the name conflicts with the wshobson/agents marketplace. Hooks formally work in Grok Build but have not been verified in a live session. The `libre-gamedev-hooks` plugin is optional and only asks for confirmation rather than blocking operations. Claude Code is restarted after installing.
How to disable. Remove a plugin through `/plugin`. The `./setup.sh --uninstall` script removes plugins it installed. The whole marketplace is removed with `claude plugin marketplace remove claude-code-game-development`.
FAQ
How do I install the game plugins in Claude Code?
Add the marketplace with `/plugin marketplace add HermeticOrmus/claude-code-game-development`, then install what you need, for example `/plugin install godot-development@claude-code-game-development`. Terminal `claude plugin ...` commands do the same.
Can I install every plugin at once?
Yes: `./setup.sh` with no flags installs all 87 and `./setup.sh --only godot-development,multiplayer-networking` a chosen set. `./setup.sh --list` prints the list. The script needs `claude` and `jq`.
What do the libre-gamedev-hooks do?
They print one context line for Godot, Unity, Unreal or web game projects, ask before touching `.env`, keys and Android keystores, before `rm -rf` and force pushes, flag empty writes and remind you to run tests.
Does it work in Grok Build?
Yes, the same plugin folders load through `grok plugin marketplace add HermeticOrmus/claude-code-game-development`. The hooks have not been verified in a live Grok Build session.
How does game-development differ from unity-development?
`game-development` from wshobson/agents carries a general Unity C# agent and a Minecraft Bukkit and Spigot plugin agent, while `unity-development` from LibreGameDev covers MonoBehaviour, DOTS, URP and HDRP, Addressables.
Discussion
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Comparison with similar tools
Cards that share the main search query, and how they differ.
| Tool | Official | Repository stars | Main difference |
|---|---|---|---|
| Claude Code Game Development (this card) | no | 79 | |
| Everything Game Dev Code | no | 108 | another set of game agents; here 22 plugins each with an agent, a command and a skill for one domain |
| GodotPrompter | no | 956 | a Godot plugin; here Godot, Unity and Unreal plus cross-cutting topics such as netcode and monetization |
README in short
The README presents the repository as 87 plugins with an 80-chapter game development manual and a meta-prompting toolkit. It then covers installation in Claude Code and Grok Build, a first Pong project in ten minutes, tables of game plugins by group and migration from 1.x.