Current version: v2.0.0 (34 skills, 20 templates, 15 docs, 11 hooks, 9 starters, 2 genre packs)
| Skill | What | Why | Scope |
|---|---|---|---|
game-economy-designer |
Dedicated agent for virtual economy design โ currency flows, sink/source modeling, monetization ethics | Economy design is the #1 gap reported in indie dev communities. Current coverage is split across game-designer and economy-model template, neither deep enough. | Agent skill, ~300 lines |
game-accessibility-specialist |
Dedicated agent for inclusive game design โ motor, visual, auditory, cognitive accommodations | EAA compliance (June 2025) makes this non-optional. Current UX designer handles it as a subsection, not deeply enough. | Agent skill, ~350 lines |
game-localization-manager |
Workflow for managing translation pipelines, string extraction, cultural adaptation | Zero localization coverage currently. Indie games lose 40-60% of potential market without localization. | Workflow skill, ~250 lines |
game-analytics-setup |
Workflow for integrating telemetry, defining KPIs, building dashboards | No analytics coverage. Data-driven balancing is referenced but never operationalized. | Workflow skill, ~200 lines |
| Target | What | Why | Scope |
|---|---|---|---|
| All 9 agents | Add ## When NOT to Use Me section |
Reduces misrouting. Current trigger descriptions tell Claude when to route TO each agent but not when to route AWAY. | ~20 lines each, 180 total |
game-brainstorm |
Add market validation phase | Currently ideation-heavy with no market sizing or competitive check. Great ideas that nobody wants are still worthless. | +50 lines |
game-balance-check |
Add statistical validation methods | Currently qualitative. Needs Monte Carlo simulation guidance, distribution analysis, expected value calculations. | +80 lines |
game-launch |
Add live service / post-launch operations | Covers launch day but not day 2+. Indie devs need patch cadence, community management, and metrics monitoring guidance. | +60 lines |
| Engine specialists | Add migration guides between engines | Common ask. "I have a Godot prototype, should I move to Unity for mobile?" needs structured decision framework. | +40 lines each |
| Template | What | Why |
|---|---|---|
playtester-survey.md |
Standardized playtest feedback collection form | Playtest skill references collecting feedback but provides no instrument |
competitive-analysis.md |
Market positioning and competitor feature matrix | No template for the market research that should precede every project |
accessibility-audit.md |
Accessibility compliance checklist by disability category | Needed for EAA compliance, pairs with planned accessibility specialist |
| Doc | What | Why |
|---|---|---|
docs/monetization-ethics.md |
Ethical monetization framework โ loot box psychology, dark pattern identification, regulatory landscape | Economy model references ethics but has no canonical standard |
docs/engine-comparison.md |
Structured comparison matrix for Godot/Unity/Unreal | Frequently asked, currently answered ad-hoc by engine specialists |
| Integration | What | Status |
|---|---|---|
| MCP integration guide | docs/mcp-integrations.md โ full catalog of 34 game dev MCP servers with tiered recommendations, setup guides, per-engine configs |
SHIPPED |
| GitHub Issues workflow | MCP sections in game-producer, game-code-review, game-qa-lead for issue creation | SHIPPED |
| Notion GDD sync | MCP section in game-designer for Notion-backed GDD persistence | SHIPPED |
| Figma asset pipeline | MCP section in game-art-director and game-ux-designer for Figma integration | SHIPPED |
| Engine MCPs | MCP sections in engine specialists referencing godot-mcp (2.6K stars), unity-mcp (7.5K stars), unreal-mcp (1.6K stars) | SHIPPED |
| Audio MCP | MCP section in game-audio-director for ElevenLabs voice/SFX | SHIPPED |
| Workflow | What | Status |
|---|---|---|
game-postmortem |
5-phase post-mortem with shell preprocessing for git stats (384 lines) | SHIPPED |
game-market-research |
6-phase market research with competitive analysis and TAM/SAM/SOM (405 lines) | SHIPPED |
| Shell preprocessing | !command`` blocks in game-start (10 detectors) and game-sprint-plan (8 detectors) |
SHIPPED |
| Named pipelines | 4 pipeline definitions in game-team-orchestrator with JSON state schema | SHIPPED |
game-ci-pipeline |
CI/CD setup for game builds | Deferred to v1.4.0 |
| Feature | What | Status |
|---|---|---|
| Cross-skill memory | memory: project on producer, designer, creative-director via persistent agent memory |
SHIPPED |
| Adaptive complexity | Shell preprocessing detects project maturity in game-start and game-sprint-plan | SHIPPED |
| Frontmatter modernization | All 31 skills updated: version, model, effort, context, memory, disable-model-invocation |
SHIPPED |
| Trigger optimization | All 31 skill descriptions rewritten for auto-invocation with trigger/anti-trigger keywords | SHIPPED |
| Hook | Event | Purpose |
|---|---|---|
post-compact |
PostCompact | Restore game dev context after compaction |
subagent-track |
SubagentStart/SubagentStop | Log agent delegation for orchestration |
instructions-validate |
InstructionsLoaded | Validate required docs on CLAUDE.md load |
stop-failure |
StopFailure | Save state and guide recovery on API errors |
config-change |
ConfigChange | Detect skill modifications during session |
| Update | Details |
|---|---|
| Engine versions | Godot 4.6.1 (floatable docks, ObjectDB, SSR rewrite), Unity 6.3 LTS (Havok licensing, pricing), UE 5.7 (Nanite Voxels/Skinning/PVE, SWRT deprecation) |
| COPPA April 2026 | Compliance deadline, biometric identifiers, formal infosec program |
| Steam AI disclosure | Three-tier framework (pre-generated, live-generated, dev tools exempt) |
| PEGI June 2026 | Loot boxes PEGI 16, NFTs PEGI 18, time-limited offers PEGI 12, daily quests PEGI 7 |
| App Store | iOS 26 SDK requirement April 28, 2026, Accessibility Nutrition Label |
| EAA enforcement | MSA designation, fine ranges, scope clarification for games |
| AI content policy | Template updated to match Steam three-tier framework |
| Starter | What | Status |
|---|---|---|
starters/claude-config/ |
Base CLAUDE.md and settings.json for any game project | SHIPPED |
starters/godot/ |
Godot 4.x CLAUDE.md and .gitignore with GDScript standards, scene conventions | SHIPPED |
starters/unity/ |
Unity 6.x CLAUDE.md and .gitignore with C# standards, SO architecture | SHIPPED |
starters/unreal/ |
Unreal 5.x CLAUDE.md and .gitignore with C++/Blueprint standards, GAS patterns | SHIPPED |
starters/README.md |
Setup guide with copy-paste instructions for all engines | SHIPPED |
| Doc | What | Status |
|---|---|---|
README.md rewrite |
Quick start section, "Where Do I Start?" routing table, architecture diagram, starters section, trilogy links | SHIPPED |
docs/workflow-examples.md |
Three end-to-end walkthroughs showing skill chaining in real scenarios | SHIPPED |
docs/FAQ.md |
Frequently asked questions with practical answers | SHIPPED |
docs/directory-conventions.md |
Recommended project directory layout for GameForge projects | SHIPPED |
CONTRIBUTING.md |
Full contribution guide with format reference, PR workflow, skill template | SHIPPED |
| Feature | What | Status |
|---|---|---|
| Hook rewrite (all 11) | Removed set -e, eliminated bash arrays, replaced hardcoded src/ with find_source_dirs, all hooks end with exit 0 |
SHIPPED |
game-start update |
Engine-aware project bootstrapping with starter config references | SHIPPED |
| Directory conventions doc | docs/directory-conventions.md โ recommended layouts without rigidity |
SHIPPED |
| Feature | What | Status |
|---|---|---|
| Issue templates (3) | Bug report, feature request, skill request โ with YAML frontmatter, labels, structured sections | SHIPPED |
| PR template | Pull request template with type checkboxes and quality checklist | SHIPPED |
CODE_OF_CONDUCT.md |
Contributor Covenant code of conduct | SHIPPED |
SECURITY.md |
Security policy for skill-based projects | SHIPPED |
.github/SUBMISSIONS.md |
Awesome-list submission drafts for 5 curated lists | SHIPPED |
.gitignore expansion |
Coverage for OS files, IDE, Node, env, logs, GameForge runtime, Godot, Unity, Unreal, build outputs | SHIPPED |
| Feature | Reason |
|---|---|
game-ci-pipeline |
Deferred from v1.3.0 and v1.4.0 โ lower priority than starters and docs |
game-jam-mode |
Community request โ deferred to v2.0.0 scope |
| Engine sub-specialists | Depth gap vs CCGS, but current single specialists cover core needs |
| File-type rules | Production quality gates โ deferred pending user feedback |
| Guided GDD authoring | CCGS /design-system equivalent โ deferred |
| Team composition profiles | Intelligence feature โ deferred from v1.3.0 |
| Skill | What | Status |
|---|---|---|
game-ci-pipeline |
CI/CD setup for game builds โ engine-specific pipelines (Godot, Unity, Unreal), deployment automation (Steam, itch.io, Epic), GitHub Actions examples (930 lines) | SHIPPED |
game-jam-mode |
Compressed 48-72 hour workflows for game jams โ 6-phase workflow, theme interpretation, scope ruthlessness protocol (474 lines) | SHIPPED |
game-gdd-author |
Guided section-by-section GDD authoring โ 10-section process, pillar validation, scope tier marking (683 lines) | SHIPPED |
| Feature | What | Status |
|---|---|---|
| Engine deepening | Networking, animation, VFX, AI, and material system sections added to all 3 engine specialists (+100 lines each) | SHIPPED |
| Skill quality rubric | docs/skill-quality-rubric.md โ 5-dimension scoring system (Trigger/Depth/Consistency/Usefulness/Voice) with minimum 8+ bar |
SHIPPED |
| AI-native features | docs/ai-native-gamedev.md โ honest assessment of AI game dev tools, integration points mapped to existing skills |
SHIPPED |
| File-type rules | Production quality gates for different code types | Deferred to v2.1.0 |
| Team composition profiles | Users define team size/composition, skills adapt | Deferred to v2.1.0 |
| Pack | What | Status |
|---|---|---|
| Roguelike | PATTERNS.md (358 lines), balance-template.md (298 lines), brainstorm-variant.md (191 lines) โ permadeath, run structure, proc-gen, meta-progression, synergy systems, Monte Carlo validation | SHIPPED |
| Narrative | PATTERNS.md (455 lines), balance-template.md (225 lines), brainstorm-variant.md (218 lines) โ branching architecture, choice design, dialogue systems, consequence modeling, 10+ reference games | SHIPPED |
| Genre pack spec | docs/genre-pack-spec.md โ format specification for contributing genre packs |
SHIPPED |
| Feature | What | Status |
|---|---|---|
| Validation script | scripts/validate.sh โ 9 categories, 486 checks (frontmatter, line count, JSON, hooks, cross-refs, orphans, versions, structure, genre packs) |
SHIPPED |
| GitHub Actions | .github/workflows/validate-skills.yml โ automated validation on push and PRs |
SHIPPED |
| Addition | What | Status |
|---|---|---|
templates/jam-concept.md |
One-page game jam concept template | SHIPPED |
templates/jam-submission.md |
Jam submission checklist | SHIPPED |
templates/ci-pipeline-config.md |
CI/CD configuration planning template | SHIPPED |
docs/ai-native-gamedev.md |
AI tools for game development โ production-ready vs experimental | SHIPPED |
docs/genre-pack-spec.md |
Format specification for genre packs | SHIPPED |
docs/skill-quality-rubric.md |
5-dimension quality scoring system | SHIPPED |
| Feature | Reason |
|---|---|
| File-type rules | Production quality gates โ needs user feedback on which file types matter most |
| Team composition profiles | Intelligence feature โ lower priority than genre packs and CI |
| Engine project scaffolding | game-start generates actual engine project files โ complex, needs per-engine testing |
| Live code analysis | Engine specialists read actual game code โ already partially works via Claude Code, needs formalization |
| Build system integration | Skills invoke actual build commands โ requires MCP integration work |
| Marketplace listing | Publish to Claude Code marketplace โ pending marketplace availability |
| Awesome list submissions | PRs to 5 major awesome-claude lists โ ready in .github/SUBMISSIONS.md, needs manual submission |
| Feature | What | Why |
|---|---|---|
| File-type rules | shader-code, narrative, gameplay-code, engine-code rules |
Production quality gates that enforce different standards per file type |
| Team composition profiles | Skills adapt output based on declared team size (solo, small team, studio) | Solo dev doesn't need delegation advice; studio needs coordination protocols |
| Adaptive output depth | Skills detect project maturity and adjust verbosity | Prototype phase: brief. Production phase: exhaustive |
| Feature | What | Why |
|---|---|---|
| Engine project scaffolding | game-start creates actual project.godot, .csproj, .uproject files |
Transform from documentation tool to project bootstrapper |
| Live code analysis mode | Engine specialists give file-specific advice after reading actual game code | "Your player.gd has 400 lines โ here's how to decompose it using composition" |
| Build system hooks | Skills trigger engine builds and report results | Close the feedback loop between design and execution |
| Pack | What | Why |
|---|---|---|
| Survival-Crafting | Resource loops, crafting trees, base building, threat escalation | 3rd most requested genre after roguelike and narrative |
| Metroidvania | Ability gating, map interconnection, backtracking rewards, boss design | Strong indie presence, distinct design patterns |
| Tower Defense | Wave design, tower economy, pathing, difficulty curves | Underserved in game design tooling |
| Feature | What | Why |
|---|---|---|
| Marketplace listing | Publish to Claude Code marketplace for one-click install | Remove friction from adoption |
| Awesome list submissions | PRs to 5 major lists (drafts ready in .github/SUBMISSIONS.md) |
Visibility is the #1 growth lever |
| SkillsMP / MCPMarket indexing | Ensure listing on major skill directories | 87K+ skills indexed, GameForge should be there |
| Feature | What | Why |
|---|---|---|
| Playtesting simulation | AI simulates player behavior patterns to predict balance issues | Catch problems before human playtesting โ highest-value AI application |
| Procedural content review | Skills evaluate proc-gen output for quality, variety, fairness | Close the loop on procedural generation quality |
| Design pattern recognition | Skills detect game design patterns in code and suggest improvements | Bridge between code architecture and game design theory |
| Feature | What | Why |
|---|---|---|
| Skill composition | Skills can declare dependencies and auto-chain | "Run balance-check after every designer session" without manual orchestration |
| Project memory | Cross-session persistence of game design decisions, balance parameters, milestone status | Skills pick up where you left off without re-explaining context |
| Visual dashboard | Web-based overview of project health, skill usage, quality metrics | Make the invisible visible |
| Feature | What | Why |
|---|---|---|
| Community genre packs | Contribution pipeline for third-party genre packs with automated quality validation | Scale genre coverage beyond what the core team can produce |
| Skill marketplace | Third-party skills that extend GameForge with specialized expertise | Open the platform to domain experts |
| Engine plugin bridges | MCP servers that connect GameForge skills to live engine editors | Real-time collaboration between Claude and the game engine |
Have a feature request? Open an issue with the wishlist label.
Current community interests (from indie dev forums and game jam feedback):
Game jam modeโ โ SHIPPED in v2.0.0 (game-jam-mode)Genre templatesโ โ SHIPPED in v2.0.0 (roguelike + narrative genre packs)Multiplayer architectureโ โ SHIPPED in v2.0.0 (networking sections in all 3 engine specialists)Narrative branching toolโ โ SHIPPED in v2.0.0 (narrative genre pack with branching architecture patterns)Steam integrationโ โ SHIPPED in v2.0.0 (game-ci-pipelineincludes Steam deployment)- Mobile optimization skill โ Touch controls, battery life, thermal management, app store specifics
- VR/XR game skill โ Spatial interaction, comfort settings, locomotion design
- Asset pipeline automation โ Sprite sheet packing, texture atlasing, LOD generation guidance
- Console porting checklist โ Platform-specific requirements for Switch, PlayStation, Xbox
- Survival-crafting genre pack โ Resource loops, crafting trees, base building patterns
- Multiplayer lobby system โ Matchmaking, lobby management, session persistence
| Version | Date | Highlights |
|---|---|---|
| v2.0.0 | 2026-03-26 | 34 skills (+game-ci-pipeline, +game-jam-mode, +game-gdd-author), engine deepening (networking, animation, VFX, AI, materials in all 3 specialists), 2 genre packs (roguelike 888 lines, narrative 943 lines), CI validation (486 checks via validate.sh + GitHub Actions), 3 new docs (ai-native-gamedev, genre-pack-spec, skill-quality-rubric), 3 new templates (jam-concept, jam-submission, ci-pipeline-config), genre pack contribution guide in CONTRIBUTING.md |
| v1.4.0 | 2026-03-25 | Starters directory (9 files: base config, Godot, Unity, Unreal), documentation overhaul (README rewrite, workflow-examples, FAQ, directory-conventions, CONTRIBUTING), flexibility pass (all 11 hooks rewritten, hardcoded paths removed, bash arrays eliminated), community infrastructure (3 issue templates, PR template, CODE_OF_CONDUCT, SECURITY, .gitignore expansion, awesome-list submission drafts), docs count 9 to 12 |
| v1.3.0 | 2026-03-25 | 31 skills (+game-postmortem, +game-market-research), MCP integration doc with 34 verified servers, MCP sections in 7 skills, 5 new hooks (post-compact, subagent-track, instructions-validate, stop-failure, config-change), shell preprocessing in game-start and game-sprint-plan, named pipelines in game-team-orchestrator, all 31 skills frontmatter modernized (version, model, effort, context, memory), trigger optimization on all descriptions, engine updates (Godot 4.6.1, Unity 6.3 Havok/pricing, UE 5.7 Nanite/SWRT), regulatory freshness (COPPA April 2026, Steam 3-tier AI, PEGI June 2026, App Store iOS 26 SDK), accessibility updates (EAA enforcement, ESA 24 tags, Apple Nutrition Label), AI content policy template aligned to Steam framework |
| v1.2.0 | 2026-03-25 | 29 skills (+economy-designer, +accessibility-specialist, +localization-manager, +analytics-setup), voice consistency pass on all 25 existing skills, persona rewrites for technical-director and designer, full rebuilds of retrospective and team-orchestrator, 3 new templates, 2 new docs, all 9 agents get "When NOT to Use Me" sections, brainstorm gets market validation, balance gets statistical methods, launch gets post-launch ops, engine specialists get migration guides |
| v1.1.0 | 2026-03-25 | 25 skills (added scope-check, retrospective, reverse-document), 6 docs (added workflow-guide), 4 new templates, engine version updates, regulatory compliance, expanded game design theory |
| v1.0.0 | 2026-03-24 | Initial release โ 22 skills, 10 templates, 5 docs, full agent hierarchy |
Built by AlterLab โ Part of the AlterLab Skills Trilogy (FC Skills, Academic Skills, GameForge)