godot-engine-3d-developerSkills and agent workflows for 3D game development with Godot Engine.
Install via ClawdBot CLI:
clawdbot install tippyentertainment/godot-engine-3d-developerThis skill is designed for use on the Tasking.tech agent platform (https://tasking.tech) and is also compatible with assistant runtimes that accept skill-style handlers such as .claude, .openai, and .mistral. Use this skill for both Claude code and Tasking.tech agent source.
These skills define what the Taskingbot agent can do for 3D game development.
Each skill should be implemented as an internal tasking.tech API or workflow.
The model only sees these skills as tools with JSON parameters.
Project Aurora).gameplay, level, art, tech, audio, ui, tools.The agent never accesses machines directly. It calls skills → backend enqueues jobs → workers execute and report back.
The agent should talk about files using explicit extensions and typical paths.
It never reads files directly; it references them by repo path or storage id.
.gd – GDScript files (gameplay logic, tools, tests)..cs – C# scripts..tscn – Text scene files (levels, prefabs, UI)..escn – Text scenes exported from DCC tools or intermediate pipelines..blend – Blender source scenes and models..fbx – Rigged/animated meshes from DCC tools..gltf / .glb – Preferred interchange for static and animated assets..obj – Legacy static meshes..png, .jpg – General textures (albedo, masks, UI)..tga, .tif – High‑quality or linear textures._albedo, _basecolor, _normal, _roughness, _metallic, _ao..wav – Source and high‑quality SFX/VO..ogg, .mp3 – Compressed in‑game audio and music..shader – Godot shader files..gdshader – Godot visual shader files (text representation)..json, .yml, .yaml – Game data, build configs, pipelines..cfg, .ini – Engine or tool configuration.Guidelines for the agent:
player_controller.gd”, “convert all .fbx in art/characters/ to .glb”).
source_extension, target_extension, explicit file names and source_pathin skill parameters when relevant.
For Godot 3D skill pages and examples, include these files where relevant:
SKILL.md — must include YAML frontmatter with name and descriptionREADME.md — short skill overview (optional).tscn (Text scene files).gd, .cs.glb/.gltf, .fbx, .blend.png, .jpg, .tga.shadercreate_game_taskCreate a new task for the 3D game team.
Parameters
title (string, required) – Short, actionable task title.area (string, required) – One of: gameplay, level, art, tech, audio, ui, tools.project_id (string, required) – Internal project identifier.description (string, optional) – Design/technical details, links, acceptance criteria.priority (string, optional) – low, medium, high, blocker.due_date (string, optional, ISO 8601).assignee (string, optional) – User id or handle.labels (array of string, optional).Behavior
task_id and canonical task data.update_game_taskUpdate a game task.
Parameters
task_id (string, required).title, status, priority, due_date, assignee, labels, area, description.Behavior
list_game_tasksList tasks matching filters.
Parameters
project_id (string, required).status (string, optional) – e.g. todo, in_progress, review, done.area (string, optional).label (string, optional).due_before (string, optional, ISO).limit (integer, optional, default 50).Behavior
plan_game_sprintCreate a sprint backlog for a fixed period.
Parameters
project_id (string, required).duration_days (integer, required).goals (array of string, required) – High‑level sprint goals.capacity_notes (string, optional) – Team availability, constraints.Behavior
sprint_id plus initial task list.Assumes engine build workers using headless/CLI export (e.g., Godot 4.x --headless --export-release).
run_game_buildTrigger a game build on a worker.
Parameters
project_id (string, required).branch (string, required).platform (string, required) – e.g. windows, linux, mac, web, console_devkit.build_type (string, required) – debug or release.build_preset (string, optional) – Engine export preset name or CI preset id.notes (string, optional) – Context for changelog.Behavior
build_id.check_game_build_statusQuery build status and logs.
Parameters
build_id (string, required).Behavior
status: queued, running, failed, succeeded.summary: short text.log_excerpt: last N lines.artifacts: list of artifact ids/URLs (installer, zip, symbols, etc.).publish_playtest_buildMark a build as ready for playtest and distribute.
Parameters
project_id (string, required).build_id (string, required).channel (string, required) – internal, closed_beta, public_demo.notes (string, optional) – Release notes.Behavior
run_game_testsRun automated tests (unit/integration/e2e) through headless engine or separate harness.
Parameters
project_id (string, required).branch (string, required).suite (string, required) – all, unit, integration, performance, smoke.target_platform (string, optional).Behavior
test_run_id.check_test_resultsGet results of a test run.
Parameters
test_run_id (string, required).Behavior
status: queued, running, failed, passed, partial.summary: passes/fails, key metrics.report_ids: links to detailed reports (JUnit, HTML, etc.).log_excerpt: short snippet of failing tests or stack traces.triage_game_bugTurn logs + repro into actionable work.
Parameters
project_id (string, required).title (string, required).log_text (string, required) – Crash log, stack trace, console output.repro_steps (string, optional).severity (string, required) – low, medium, high, blocker.build_id (string, optional).area (string, optional).Behavior
tech + art), links them to the build and test run if present.task_ids and a triage summary.register_3d_assetRegister/import a 3D asset into the game pipeline.
Parameters
project_id (string, required).asset_name (string, required).source_path (string, required) – e.g. art/characters/hero/hero_v03.fbx.category (string, required) – environment, character, prop, fx, vehicle, weapon.source_extension (string, required) – e.g. fbx, gltf, glb, blend, obj.target_extension (string, optional) – e.g. glb, tscn.usage_notes (string, optional).Behavior
asset_id.convert_asset_formatBatch‑convert assets between formats (e.g., FBX → GLTF).
Parameters
project_id (string, required).input_extension (string, required).output_extension (string, required).path_pattern (string, required) – Glob or repo path pattern (e.g., art/characters/*/.fbx).options (object, optional) – Tool‑specific flags (scale, axis, animation import, etc.).Behavior
conversion_job_id and later status/summary.analyze_scene_performanceAnalyze scene complexity to guide optimization.
Parameters
project_id (string, required).scene_path (string, required) – Engine‑relative path (e.g., res://scenes/levels/level_01.tscn).platform (string, optional).Behavior
bake_level_contentBake lighting, probes, navmesh, or similar offline steps via an automation scene.
Parameters
project_id (string, required).scene_path (string, required).bake_types (array of string, required) – e.g. ["light", "navmesh", "occlusion"].Behavior
bake_id and later status/metrics.generate_feature_specGenerate and store a lightweight feature spec / GDD section.
Parameters
project_id (string, required).feature_title (string, required).summary (string, required) – Designer’s description.constraints (string, optional) – Platforms, budgets, deadlines.Behavior
create_game_task entries linked to this spec.spec_id and any created task_ids.summarize_playtest_feedbackCondense raw playtest notes into insights and tasks.
Parameters
project_id (string, required).feedback_items (array of string, required) – Individual notes or doc ids.build_id (string, optional).segment (string, optional) – Player segment or test type.Behavior
task_ids for critical issues.create_issue_from_game_taskMirror a task into the Git hosting platform.
Parameters
task_id (string, required).repo (string, required).labels (array of string, optional).include_logs (boolean, optional, default false).Behavior
issue_url / issue_id.summarize_pr_for_game_teamSummarize a PR for designers, producers, and engineers.
Parameters
repo (string, required).pr_number (integer, required).project_id (string, optional).Behavior
post_release_announcementSend a release note to team channels (Discord, Slack, etc.).
Parameters
project_id (string, required).build_id (string, required).channel_ids (array of string, required).audience (string, optional) – team, playtesters, public.extra_notes (string, optional).Behavior
save_game_memoryStore long‑term game context.
Parameters
project_id (string, required).summary (string, required) – Stable fact or decision.category (string, required) – goal, decision, pipeline, style, constraint.Behavior
summarize_game_periodSummarize work over a time window (e.g., “What did we do this week?”).
Parameters
project_id (string, required).start_date (string, required, ISO).end_date (string, required, ISO).Behavior
When using these skills, the agent should:
project_id and link tasks/builds/tests/specs/assets where possible.save_game_memory when important constraints, goals, or decisions are made so future conversations stay aligned.Generated Feb 26, 2026
A small indie team uses the skill to manage tasks and automate builds while developing a 3D puzzle game. The agent creates tasks for level design and art, tracks progress, and triggers builds for playtesting on Windows and Web platforms, streamlining their agile workflow.
An educational tech company develops interactive 3D learning games for classrooms. The skill helps plan sprints for gameplay features and UI improvements, manage audio and art tasks, and export builds optimized for web browsers used in schools.
An architecture firm creates immersive 3D walkthroughs using Godot Engine. The agent assists by organizing tasks for level design and tech optimizations, converting FBX models to GLB formats, and building desktop releases for client presentations.
A healthcare training provider develops 3D medical simulations. The skill manages tasks for gameplay mechanics and audio integration, updates task statuses as developers work, and runs debug builds for testing on Linux platforms.
An advertising agency builds a 3D interactive ad campaign for a product launch. The agent plans sprints for art and UI tasks, lists tasks by status for reporting, and triggers release builds for web deployment to reach a broad audience.
Offer basic task management and build features for free, with premium tiers for advanced analytics, custom integrations, and priority support. Revenue comes from subscription fees paid by indie studios and small teams needing scalable project tools.
Sell licenses to large game studios or corporations for internal use, including custom workflows, dedicated support, and integration with existing CI/CD systems. Revenue is generated through annual contracts based on team size and feature sets.
Operate a marketplace where users can purchase pre-built skill extensions, templates, or asset packs for specific industries like education or architecture. Revenue comes from transaction fees and sales of these digital products.
đź’¬ Integration Tip
Integrate this skill by setting up a Tasking.tech backend to handle API calls, ensuring workers are configured for Godot builds, and using the file type guidelines to maintain consistent project structures.
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