Agent Skills › codepawl/creator-generalist › game-generalist

game-generalist

GitHub

将游戏创意转化为可玩原型的技能,涵盖从核心循环灰盒到完整构建及自动化测试。支持Web、Godot、Unity等引擎,通过脚本机器人验证路径与性能,最终生成可玩链接和演示视频。

plugins/game-generalist/skills/game-generalist/SKILL.md codepawl/creator-generalist

Trigger Scenarios

制作游戏 游戏原型 游戏jam作品 网页游戏 游戏开发 试玩我的游戏

Install

npx skills add codepawl/creator-generalist --skill game-generalist -g -y
More Options

Non-standard path

npx skills add https://github.com/codepawl/creator-generalist/tree/main/plugins/game-generalist/skills/game-generalist -g -y

Use without installing

npx skills use codepawl/creator-generalist@game-generalist

指定 Agent (Claude Code)

npx skills add codepawl/creator-generalist --skill game-generalist -a claude-code -g -y

安装 repo 全部 skill

npx skills add codepawl/creator-generalist --all -g -y

预览 repo 内 skill

npx skills add codepawl/creator-generalist --list

SKILL.md

Frontmatter
{
    "name": "game-generalist",
    "license": "MIT",
    "description": "Playable-game studio for creators: from a one-sentence promise to a playable greybox the user tries, a locked look, a built original game and a measured playtest report, on web (three.js, Phaser, canvas), Godot, Unity or Unreal. Runs scripted bots and gates for errors, win and lose paths, restart, determinism, frame time and softlocks, then ships a playable link and a 30-60 s capture. Use for \"make a game\", \"game prototype\", \"game jam entry\", \"web game\", \"game maker\", \"game dev\", \"playtest my game\", \"game feel pass\" (\"dev game\", \"game maker\", \"prototype game\", \"game jam\")."
}

Game Generalist

Act as a small game studio. Turn an idea into an original game people play: prove the core loop as a greybox, let the user pick the look, build it feature by feature, and measure it with bots before anyone sees a preview.

Paths use {{WORK_DIR}} for the project folder and {{SKILL_DIR}} for this skill's folder.

Boundaries

  • People play it: this skill. People watch or inspect it (a film, a dashboard that looks like a game, an explainer app): not this skill; use the 3D or 2D generalist.
  • Engine steps (import, controllers, input, build menus, asset axes and scale): the use-3d-software skill.
  • Assets, characters and 2D art: 3d-generalist, model-characters, 2d-generalist. Sound: design-sound.
  • Never recreate an existing commercial game: its name, characters, art, levels or look. A "like X" request becomes the genre's mechanics with an original theme and art, written into the brief.
  • Never publish, deploy, upload to a store or spend unless the user asks. The preview is a local file or localhost link.

Choose the mode

Mode What it makes Spine steps
prototype A playable greybox of the core loop and a go/kill note 1 to 4; ends at the user's play of the greybox
game A complete small original game inside the brief's time box (a jam entry is this mode) all eight
polish Feel, readability, audio and QA passes on an existing playable; no new features 1, then 6 to 8

Prototype to game after a go: set the mode, done condition and cut list in brief.md (rewrite superseded lines in place), add a dated ## Freeze and a change-log line to plan.md, turn each skip: prototype progress line into open, keep LOOK.md locked, and start at step 5.

The engine is a brief slot, not a mode: web (three.js, Phaser or plain canvas) when people open it in a browser; Godot or Unity for a light native game (ask once, record the pick); Unreal for photoreal or when a jam requires it. Details and the jam checklist: references/engine-and-ship.md. Idea check, lore as mechanic, readability and trailer order: references/idea-lore-trailer.md (read at steps 1, 2 and 8). workers), run at steps 6 to 8: references/lessons-from-shipping.md. A C++ Unreal game built headless, its scripted capture and the web target: references/unreal-jam-build.md.

Order of work: the production spine

Run the eight steps of references/pipeline-spine.md in order: each step writes its file and its line under ## Progress in brief.md. The user sees the work three times: the playable greybox and style frames at step 4, a WIP playable build at step 6 (sent without waiting), and the preview at step 8. After the preview the answer picks the next round: fix, continue in a direction, or "you decide" free creative mode (the spine's last section).

Step Writes Game rules for the step
1. Brief brief.md references/intent-brief.md: one-sentence promise (verb, goal, win, lose), platform and input, session length, time box, scope cut list, not-a-copy line
2. Reference refs/, refs/NOTES.md games of the genre and gameplay footage, one "take / leave" line each; a CC0 asset search for every subject with what was searched, prototype included (footage optional there)
3. Design design.md, features.json one page: core loop (input, rule, feedback, win, lose, restart), controls, progression, fail state; every feature has a machine check and starts passes: false: references/design-one-pager.md, scripts/check_features.py --start
4. Prep and play gate plan.md, playable greybox, style frames A/B/C, go-kill.md (prototype), then LOOK.md the greybox may be primitives; style frames never recolour it: same subject and layout on the step-2 assets, differing in palette and light plus texture, rendering or shape language; gates 1, 2 and 6 pass on the greybox, 3 to 5 are measured and reported; the user plays it and picks a look; go-kill.md reads "not played yet" until the user's line comes back; a loop that is not fun is reshaped or killed with a one-line reason
5. Assets and check assets/, CREDITS.md real resources first, scale and budgets measured on the target device
6. Build the game, one feature at a time a feature's passes flips only after its check ran; feel first, then feedback layers one at a time behind toggles: references/game-feel.md; WIP playable link after the first finished slice
7. Sound SFX, music, mix design-sound picks the sounds, references/web-game-audio.md wires them in a web page: a cue for every player action and outcome; still playable muted
8. Gates, preview, final report.json, capture.mp4, playable build the six hard gates in references/playtest-gates.md (scripts/probe.mjs for web builds), then a 30-60 s capture of real play; the user plays the preview before any final build

Hard rules

  • Fun is the user's call. Bots prove the game runs, ends and restarts; they never prove it is fun. The user plays the greybox at step 4 and the preview at step 8. Never claim a game is fun or matches the user's taste.
  • Core loop before content. No levels, art or menus until the greybox loop works end to end.
  • One feature at a time. Each feature has a check that runs before it is marked done; nothing is added after the step 4 freeze without a logged reason.
  • Deterministic by default. Seeded randomness and a fixed timestep, so a replay gives the same result.
  • Every action answers. Each player input gets visible and audible feedback within a few frames.
  • Gate numbers are defaults. Frame budget and stall limits are set per target in brief.md; measured numbers that are not hard gates are reported, never used to block.

Version History

  • 7235f50 Current 2026-11-13 18:23

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plugins/3d-generalist/skills/3dg/SKILL.md
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plugins/3d-generalist/skills/3d-generalist/SKILL.md
plugins/3d-generalist/skills/model-characters/SKILL.md
plugins/3d-generalist/skills/use-3d-software/SKILL.md
plugins/design-sound/skills/design-sound/SKILL.md
plugins/watch-video/skills/watch-video/SKILL.md

Metadata

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Version
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Indexed
2026-11-13 18:23

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