Everything Game Dev Code plugin

A scaffold for AI game development: 43 agents, 67 commands and 109 skills for Unity, Unreal, Godot and HTML5.

  • 108 ★ on the repository
  • Last commit
  • MIT
Plugin

Extended access

Why this level

  • Commands and hooks change project files, and asset generation calls external services.
All reasons and checks

mrcalderon3d/everything-game-dev-code

Install

Manual install

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

README quickstart: clone, then `npm run setup:hooks` (Node.js 18+ required).

Access and checks

How we review

Extended accessThe tool runs code or makes network calls and only reads external data.

  • Commands and hooks change project files, and asset generation calls external services.

This is third-party code. Review the repository files before installing.

What it does

Everything Game Dev Code is a layered scaffold for game projects. Rules set standards, agents split roles, commands give repeatable entry points, skills hold execution patterns, contexts tune project phases and hooks automate the workflow. Unity, Unreal Engine, Godot and HTML/JS each get an isolated layer over a shared base. Commands cover the full cycle: `/godot-setup`, `/unreal-setup` and `/web-setup` bootstrap a project, `/generate-assets` creates images, skyboxes, 3D models, sound effects, music and voice from text prompts, and `/full-game` builds a game from scratch (experimental). Adapters exist for Claude, Codex, Cursor, OpenCode, Kiro, Grok Build and Kilo, with a step-by-step "Dash & Collect" guide and thirteen finished HTML games in `samples/`.

Who it is for. Teams and solo developers making games in Unity, Unreal, Godot or HTML5 who want agents with defined roles and shared standards.

Good fit when

  • A new Godot project needs a typical setup with standard rules and structure.
  • Economy or combat balance needs review through a ready command.
  • A Unity build broke and diagnostics are needed.
  • A prototype needs assets from text prompts: images, sounds, models.

Not a fit when

  • The project is not a game.
  • One narrow skill is wanted rather than a whole project operating system.
  • Asset generation through external services is not allowed.

Example request

Run `/godot-setup` for a new 2D project, then produce a first game concept document and propose a scene structure.

Limitations

The scale is large: 43 agents, 67 commands, 109 skills and 115 rules, so learning it takes time and agent context bloats easily. `/full-game` is marked experimental. Not every harness supports the same capabilities; the table is in `docs/harness-support.md`. Hooks need Node.js 18 or newer and `npm run setup:hooks`; diagnostics run as `npm run doctor`. Asset generation calls external models, so cost and keys depend on the chosen service.

How to disable. For the Claude plugin use the plugin manager; for other harnesses delete the scaffold files from the project and disable the hooks `npm run setup:hooks` added.

FAQ

How do I start?

Run `git clone https://github.com/MRCalderon3D/everything-game-dev-code.git`, enter the folder and run `npm run setup:hooks`.

Which engines are supported?

Unity, Unreal Engine, Godot and HTML/JS, with the layers isolated from one another.

Which harnesses are supported?

Claude, Codex, Cursor, OpenCode, Kiro, Grok Build and Kilo, with varying capability coverage.

Are there examples?

Yes: thirteen HTML games in `samples/` and the `guides/Dash & Collect` guide.

How do I verify the install?

With `npm run doctor`: it checks the environment, hooks, engine profile and generated-artifact drift.

Discussion

No questions or reviews yet.

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