router — Claude Code skill: what it does, how to install
Dispatches game development tasks to specialized skills by detecting the project engine and classifying gameplay or shipping workflows.
npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill router -a claude-codeWhat router does
The skill serves as the entry point for game creation. It fingerprints the repository to pick exactly one engine out of 12 options: Godot, Unreal, Unity, Ebitengine, Bevy, Phaser, PixiJS, three.js, Defold, LÖVE, pygame, or Roblox. If fingerprinting fails, it defaults to Godot or asks the user.
Next, it maps the prompt into cross-engine disciplines (shaders, physics, dialogue, procedural generation), whole-game genres, and workflows like steam-publish or game-jam. Instead of explaining engine APIs itself, it resolves the minimal set of SKILL.md files to read.
Running the router on every conversation turn wastes context. Once the specialized skills are loaded, keep working inside them until the task pivots to another engine or system.
What it helps with
- detect the game engine from project fingerprints
- select the minimal set of skills for a specific genre or mechanic
- orchestrate multi-skill workflows for Steam or itch.io releases
- route physics, shader, and UI tasks to engine-specific instructions
Example prompts for the agent
- Make a 2D roguelike in Godot with procedural rooms and save slots
- Set up input systems and character movement for a Unity prototype
- Which skill should I load to configure Steam publishing?
How to install router
1Skills CLI (Vercel)
npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill router -a claude-code2Manually: put the files in place
~/.claude/skills/router/SKILL.mdCopy the whole skill folder; for one project use .claude/skills/router/
1Skills CLI (Vercel)
npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill router -a codex2Manually: put the files in place
.agents/skills/router/SKILL.mdFor all projects use ~/.agents/skills/
1Skills CLI (Vercel)
npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill router -a cursor2Manually: put the files in place
.cursor/skills/router/SKILL.mdCursor also reads .agents/skills/ and .claude/skills/
1GitHub CLI
gh skill install gamedev-skills/awesome-gamedev-agent-skills router2Manually: put the files in place
.github/skills/router/SKILL.md1Skills CLI (Vercel)
npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill router -a gemini-cli2Platform CLI
gemini skills install https://github.com/gamedev-skills/awesome-gamedev-agent-skills --path routerManually: put the files in place
.devin/skills/router/SKILL.mdThe legacy .windsurf/skills/ path still works
Skills CLI (Vercel)
npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill router -a opencodeClaude.ai
Zip the folder and upload it in Settings → Capabilities → Skills
From the same set40
The whole set →Similar
Questions about router
How to install router in Claude Code?
Run npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill router -a claude-code. The skill file will be placed at ~/.claude/skills/router/SKILL.md.
What does the router skill do?
It identifies your game engine and task requirements, then loads the exact specialized skills needed for mechanics, assets, or publishing.
How does router detect which engine is used?
It checks project marker files, such as project.godot for Godot, *.uproject for Unreal, or package.json dependencies for Phaser.
Source text
SKILL.md · Apache-2.0
---
name: router
description: >
Routes any game-development request to the right specialized skill(s): it detects the engine
(Godot, Unity, Unreal, Ebitengine, Bevy, Phaser, PixiJS, three.js, Defold, LÖVE, pygame, Roblox) and the task, then
reads the chosen skill before acting. Use to make a game or to decide which skill applies — for
players, levels, enemies, shaders, art direction, sprites, tiles, textures, 3D assets, UI/UX,
cameras, game feel, physics, input, audio, saving, multiplayer, AI, dialogue, procedural
generation, or performance, for genres (platformer,
roguelike, RPG, FPS, tower-defense, card game, visual novel, survival-crafting, puzzle), and for
shipping (game jam, Steam, itch). Start here
when unsure which gamedev skill to use.
---
# Master Router — Game-Development Skill Dispatcher
The entry point for game-development work. It fingerprints the project to pick **one** engine,
classifies the task from the request, names the **minimal** set of specialized skills, and tells
you to read them before acting. It **dispatches and composes** — it does not re-teach engine APIs.
## When to use
- Use at the **start of any game-development request** — building or debugging a game, level,
player, enemy, shader, UI, save system, multiplayer, input, audio, AI, dialogue, procedural
content, or visual asset set — to decide which skill(s) to load.
- Use when the user names an engine or genre, says "make a game", or asks "which skill should I
use?".
**When *not* to use:** once the right skill is loaded and the task is squarely inside it, work
from that skill — don't re-run the router every turn. Re-route only when the task **pivots** to a
new engine or concern (router step 6).
## Routing algorithm
1. **Detect engine and version** — project fingerprint → at most one engine skill set (or
"unknown"), then read the project's version source. §1.
2. **Classify task** — phrasing → discipline(s) + at most one genre + workflow(s). §2.
3. **Resolve** — the minimal set: engine skill(s) + discipline(s) + genre + workflow(s). §3.
4. **Read (disclosure)** — open only the chosen `SKILL.md` bodies; `references/` only on demand. §4.
5. **Compose** — order: engine fundamentals → discipline concept → genre glue → workflow. §5.
6. **Fallback** — engine unknown or no skill fits → ask or default to Godot; state any gap. §6.
---
## 1. Engine detection (project fingerprint)
Scan for the highest-confidence signal; **choose exactly one** engine. Stop at the first match.
| # | Engine | Primary signal | Skill set root |
|:-:|--------|----------------|----------------|
| 1 | Godot | `project.godot` | `skills/godot/` |
| 2 | Unreal | `*.uproject` | `skills/unreal/` |
| 3 | Unity | `Assets/` **and** `ProjectSettings/ProjectVersion.txt` | `skills/unity/` |
| 4 | Ebitengine | `go.mod` requiring `github.com/hajimehoshi/ebiten/v2` | `skills/ebitengine/` |
| 5 | Bevy | `Cargo.toml` with a `bevy` dependency | `skills/other-engines/bevy-ecs/` |
| 6 | Phaser | `package.json` dep `phaser` | `skills/web-engines/phaser-*` |
| 7 | PixiJS | `package.json` dep `pixi.js` | `skills/web-engines/pixijs-rendering/` |
| 8 | three.js | `package.json` dep `three` | `skills/web-engines/threejs-*` |
| 9 | Defold | `game.project` | `skills/other-engines/defold-core/` |
| 10 | LÖVE | `conf.lua` / `main.lua` calling `love.*` | `skills/other-engines/love2d-core/` |
| 11 | pygame | `*.py` with `import pygame` | `skills/other-engines/pygame-core/` |
| 12 | Roblox | `*.rbxl(x)` / `*.project.json` (Rojo) | `skills/other-engines/roblox-*` |
For secondary signals, the Godot-C#/Unity/Bevy, Defold/LÖVE/Lua and multi-web disambiguation
rules, monorepos, and plain-text engine mentions, read `references/engine-detection.md`.
After identifying the engine, read its version from project metadata or dependency locks before
choosing APIs. Existing projects keep their pinned version unless migration is requested; the
catalog baseline is only for new projects. The exact version sources are in the detection reference;
each engine skill states its new-project baseline, and the catalog-wide table is
`docs/VERSION-SUPPORT.md` in the source repository (it is not installed with the router).
## 2. Task classification (phrasing → category)
After the engine, read the request for task signals (three **additive** categories):
- **disciplines** (cross-engine concepts): `create-game-assets`, `game-ai`, `ai-behavior-trees-utility-ai`, `procedural-gen`, `dialogue-systems`,
`save-systems`, `audio-design`, `shader-programming`, `physics-tuning`, `level-design`,
`input-systems`, `game-feel`, `camera-systems`, `game-ui-ux`, `performance-optimization`.
Triggered by concept words ("sprite sheet", "art direction", "texture", "pathfinding",
"save slots", "fragment shader", "screen shake", "camera follow", "HUD/menu",
"optimize/low FPS").
- **genres** (whole-game templates): `platformer`, `roguelike`, `rpg`, `fps-shooter`,
`tower-defense`, `card-game`, `visual-novel`, `survival-crafting`, `puzzle`. Triggered by genre
words ("make a roguelike", "deckbuilder").
- **workflows** (process/shipping): `game-jam`, `prototype-fast`, `steam-publish`,
`itch-publish`. Triggered by process words ("publish on Steam", "vertical slice").
File signals sharpen this: `*.yarn`/`*.ink` → `dialogue-systems`/`visual-novel`; `steam_appid.txt`
→ `steam-publish`; `*.inputactions` → `unity-input-system`.
## 3. Routing table (task → category → skill)
### 3a. Engine skills — read the one matching the detected engine + sub-task
- **Godot** (`skills/godot/`): language `godot-gdscript` / `godot-csharp`; structure
`godot-nodes-scenes`, `godot-signals-groups`; 2D `godot-2d-movement`, `godot-tilemap`; 3D
`godot-3d-essentials`; physics `godot-physics`; UI `godot-ui-control`; animation
`godot-animation`; shaders `godot-shaders`; data `godot-resources`; audio `godot-audio`;
netcode `godot-multiplayer`; headless CLI tests `godot-gdscript-headless-testing`; ship
`godot-export`.
- **Unity** (`skills/unity/`): scripting `unity-csharp-scripting`; input `unity-input-system`;
physics `unity-physics`; animation `unity-animation`; data `unity-scriptableobjects`; 2D
`unity-tilemap-2d`; AI nav `unity-navmesh`; ship `unity-build-pipeline`.
- **Unreal** (`skills/unreal/`): visual scripting `unreal-blueprints`; C++ gameplay
`unreal-cpp-gameplay`; input `unreal-enhanced-input`; AI `unreal-behavior-trees`; VFX
`unreal-niagara`; ship `unreal-packaging`.
- **Ebitengine** (`skills/ebitengine/`): `ebitengine-game` for Go 2D games and focused
input, rendering, text, audio, state/testing and build work. Select only its relevant
references; generating the starter is optional for an existing project.
- **Web** (`skills/web-engines/`): `phaser-core`, `phaser-arcade-physics`; `pixijs-rendering`;
`threejs-scene-setup`, `threejs-gltf-loading`, `threejs-materials-lighting`.
- **Other** (`skills/other-engines/`): `bevy-ecs`, `pygame-core`, `love2d-core`; Defold
`defold-core` (collections, game objects, scripts, input, messages, factories, proxies,
Bob builds); Roblox foundation
`roblox-luau`, persistence `roblox-datastores`, UI `roblox-ui`, remotes/security
`roblox-networking`, character lifecycle `roblox-characters`, simulation/queries
`roblox-physics`, and in-Studio operation `roblox-studio-workflow`.
### 3b. Disciplines — load **with** the engine skill (concept ↔ engine API)
| Concept (`says:`) | Discipline skill | Pairs with (engine API) |
|-------------------|------------------|-------------------------|
| art direction, game assets, sprites, tilesets, textures, icons, 3D props | `create-game-assets` | engine importer/rendering skill; `imagegen` when available |
| enemy AI, behavior tree, pathfinding, steering | `game-ai` | `unity-navmesh` / `unreal-behavior-trees` / Godot nav |
| BT runtime, blackboard, decorator, selector/sequence, utility AI, response curve, consideration | `ai-behavior-trees-utility-ai` | `game-ai` (model choice) / `unreal-behavior-trees` (engine assets) |
| procedural, noise, seed, dungeon generator, WFC | `procedural-gen` | engine tilemap/grid skill |
| dialogue, Yarn, Ink, conversation tree | `dialogue-systems` | engine UI skill |
| save/load, slots, persistence | `save-systems` | `roblox-datastores` / engine IO |
| adaptive music, mixer, ducking, SFX | `audio-design` | `godot-audio` / Unity AudioMixer |
| shader, fragment, dissolve/outline | `shader-programming` | `godot-shaders` / engine material |
| jitter, tunneling, fixed timestep | `physics-tuning` | `godot-physics` / `unity-physics` |
| whitebox, blockout, tile layout, pacing | `level-design` | `godot-tilemap` / `unity-tilemap-2d` |
| rebind, gamepad, input buffering | `input-systems` | `unity-input-system` / `unreal-enhanced-input` / Godot InputMap |
| screen shake, hit-stop, juice, squash & stretch, "make it punchy" | `game-feel` | engine animation/tween + `camera-systems` (shake) |
| camera follow, deadzone, look-ahead, orbit, first-person | `camera-systems` | `godot-2d-movement` / `godot-3d-essentials` / Cinemachine |
| HUD, menu, UI layout, scaling, safe area, focus nav | `game-ui-ux` | `godot-ui-control` / Unity UI (UGUI/UI Toolkit) |
| low FPS, optimize, draw calls, GC spike, pooling, profiler | `performance-optimization` | engine profiler + `physics-tuning` |
For Roblox, compose cross-engine concepts with the focused engine skill: HUD/menu requests use
`roblox-ui` + `game-ui-ux` (+ `input-systems` for gameplay bindings); remote exploit or
replication requests use `roblox-networking` + `roblox-luau`; respawn/rig requests use
`roblox-characters`; physical simulation/query requests use `roblox-physics` (+
`physics-tuning` for stability); direct place editing also uses `roblox-studio-workflow`.
For Ebitengine, bind engine-specific slots to `ebitengine-game` and its relevant reference
(input, rendering, text/UI, audio, gameplay, tilemaps or state/testing). Add only the needed
disciplines; do not load Godot or Unity APIs from a genre's example bindings. Native 3D and a
ready-made network backend are not supplied by this 2D skill; state those gaps when relevant.
For Defold, bind engine-specific slots (movement, input, spawning, level loading, build) to
`defold-core` and add only the needed disciplines, e.g. "add player movement to my Defold
game" → `defold-core` + `input-systems` (+ `platformer` for a platformer). Defold has no
dedicated GUI, tilemap or physics skill yet; use `defold-core` and its build reference's
pointers, and state the gap.
### 3c. Genres — **compose** engine + disciplines (bind `*` to the detected engine)
| Genre (`says:`) | composes |
|-----------------|----------|
| platformer, jump, double jump | `godot-2d-movement` (or engine physics) + `godot-tilemap`/`unity-tilemap-2d` + `level-design` + `camera-systems` + `game-feel` |
| roguelike, procedural dungeon, permadeath | `procedural-gen` + `godot-tilemap`/`unity-tilemap-2d` + `game-ai` + `save-systems` + `game-feel` |
| RPG, stats, inventory, quests | `godot-resources`/`unity-scriptableobjects` + `dialogue-systems` + `save-systems` + `game-ui-ux` |
| FPS, first-person, hitscan | `godot-3d-essentials`/`unreal-cpp-gameplay` + `input-systems` + `game-ai` + `camera-systems` + `game-feel` |
| tower defense, waves, lanes | `game-ai` + engine movement + `level-design` + `game-ui-ux` |
| card game, deckbuilder, TCG | `godot-resources`/`unity-scriptableobjects` + `game-ui-ux` (+ engine UI) |
| visual novel, branching story | `dialogue-systems` + `save-systems` + `game-ui-ux` |
| survival, crafting, gathering | `save-systems` + `godot-resources`/`unity-scriptableobjects` + `procedural-gen` + `game-ui-ux` |
| puzzle, match-3, grid logic | `godot-tilemap`/`unity-tilemap-2d` + `level-design` + `game-feel` |
### 3d. Workflows — engine-independent process & shipping
`game-jam` (jam, 48-hour, Ludum Dare/GMTK) · `prototype-fast` (vertical slice, MVP, greybox) ·
`steam-publish` (Steam, Steamworks, depot; `steam_appid.txt`) · `itch-publish` (itch.io, butler;
`.itch.toml`).
For the exhaustive per-skill trigger list and every engine binding, read
`references/routing-table.md`.
## 4. Read protocol (progressive disclosure)
1. **Preloaded:** only each skill's `name` + `description` are in context. Decide from those plus
the fingerprint — do **not** pre-read bodies.
2. **On selection:** read the body of **each chosen** `skills/<category>/<name>/SKILL.md` — and
only those. Never bulk-load a whole category.
3. **On demand:** read a skill's bundled `references/` files only when the subtask needs that
depth (the skill body says when).
4. **Re-route on pivot:** if the task changes (movement → saving), select and read the newly
relevant skill instead of keeping everything loaded.
Announce what you load and why, e.g.: *"Detected Godot (`project.godot`). Loading
`godot-2d-movement` for the controller and `platformer` for jump feel; will open the platformer
skill's `feel-tuning.md` reference if you want coyote-time/buffering."*
## 5. Composition rules
- **One engine set, additive concepts.** Exactly one engine skill set; add the disciplines the
task needs and usually **at most one** genre. Workflows attach independently.
- **Order:** engine fundamentals → discipline concept → genre orchestration → workflow. For asset
production, approve the visual target before generating a family, then finish with the engine
import settings and an in-context capture.
- **Ownership on overlap:** the **engine** skill owns API/syntax; the **discipline** skill owns
the portable concept/algorithm and defers to the engine skill for code; the **genre** skill owns
structure/glue and links out instead of re-teaching a primitive.
- **Hand-offs:** when a genre's `composes` names a slot like `*-2d-movement`, bind it to the
detected engine. If that engine lacks the exact skill, see §6 and `references/routing-table.md`
("Binding gaps").
## 6. Unknown-engine & no-skill fallback
**Engine unknown** (no fingerprint, no engine named):
1. Check the request for a plain-text engine name ("in Unity", "using Phaser"). If found, adopt it.
2. If the task is a pure concept/genre/workflow question, route straight to the engine-agnostic
discipline/genre/workflow skill — no engine needed ("what's a good save format?" → `save-systems`).
3. Only if engine choice actually blocks the answer, ask **one** targeted question ("Which engine —
Godot, Unity, Unreal, or a web/other engine?"). If the user has no preference and one is needed,
**default to Godot** (the most fully covered engine here) and say so.
4. Never invent an engine or load an engine skill on a guess.
**Engine known but no skill covers the subtask:** load the closest engine skill plus the relevant
discipline and **state the gap** plainly (e.g. "no dedicated Unity 2D-movement skill; using
`unity-csharp-scripting` + `unity-physics`"). Never fabricate a skill name.
**Conflicting/multiple genres:** pick the dominant genre from the phrasing; mention the secondary
and offer to load it if the user confirms.
## Worked examples
| Request | Detected engine | Skills loaded (in order) |
|---------|-----------------|--------------------------|
| "add a double jump to my Godot player" | Godot (`project.godot`) | `godot-2d-movement` → `platformer` |
| "make an inventory for my Unity RPG" | Unity (`Assets/`+`ProjectSettings/`) | `unity-scriptableobjects` → `rpg` → `save-systems` |
| "build a 2D puzzle in Go with Ebitengine" | Ebitengine (named; later `go.mod`) | `ebitengine-game` → `puzzle` |
| "fix a stale HUD in my Go game" | Ebitengine (`go.mod` + game imports) | `ebitengine-game` → `game-ui-ux`; read text/UI, no new scaffold |
| "add player movement to my Defold game" | Defold (`game.project`) | `defold-core` → `input-systems` |
| "procedural dungeon roguelike in Godot" | Godot | `godot-tilemap` → `procedural-gen` → `roguelike` |
| "branching dialogue from a `.yarn` file" | (none required) | `dialogue-systems` (+ engine UI skill if an engine is detected) |
| "how do I design save slots with migration?" | (none) | `save-systems` only |
| "publish my game on itch with butler" | (any/none) | `itch-publish` only |
| "I want to make a game but don't know what to use" | unknown → ask, default Godot | router asks once; then e.g. `godot-nodes-scenes` |
| "make hits feel punchy in my Godot game" | Godot (`project.godot`) | `game-feel` (+ `camera-systems` for shake) |
| "the camera should follow my player smoothly" | (detected engine) | `camera-systems` (+ engine movement skill) |
| "my Unity game drops to 30 FPS, optimize it" | Unity (`Assets/`+`ProjectSettings/`) | `performance-optimization` (profile first) → engine skill |
| "make a cohesive pixel-art player and enemy set" | (detected engine) | `create-game-assets` → relevant engine import/rendering skill |
## References
- Full engine fingerprints, secondary signals, and disambiguation: `references/engine-detection.md`.
- Exhaustive per-skill trigger words, engine bindings, and binding gaps: `references/routing-table.md`.
© gamedev-skills · Apache-2.0 · gamedev-skills/awesome-gamedev-agent-skills