Godot Engine 3d Developer
by @tippyentertainment
Skills and agent workflows for 3D game development with Godot Engine.
clawhub install godot-engine-3d-developer📖 About This Skill
target: https://tasking.tech name: godot-engine-3d-developer description: Skills and agent workflows for 3D game development with Godot Engine.
target is required and should be the top frontmatter key. Use an http(s) URL, e.g. https://tasking.tech
Provided by TippyEntertainment
https://github.com/tippyentertainment/skills.git
This 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.
3D Godot Engine - Game Developer – Agent Skills
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.
0. Concepts
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.
0.1 File Types & Formats (Authoritative)
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.
Scripts
.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.3D / Geometry
.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.Textures & Materials
.png, .jpg – General textures (albedo, masks, UI)..tga, .tif – High‑quality or linear textures._albedo, _basecolor, _normal, _roughness, _metallic, _ao.Audio
.wav – Source and high‑quality SFX/VO..ogg, .mp3 – Compressed in‑game audio and music.Shaders
.shader – Godot shader files..gdshader – Godot visual shader files (text representation).Data & Config
.json, .yml, .yaml – Game data, build configs, pipelines..cfg, .ini – Engine or tool configuration.Guidelines for the agent:
player_controller.gd”,.fbx in art/characters/ to .glb”).
source_extension, target_extension, explicit file names and source_pathFiles to create
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.shader1. Planning & Task Management
create_game_task
Create 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_task
Update a game task.
Parameters
task_id (string, required).title, status, priority, due_date, assignee, labels, area, description.Behavior
list_game_tasks
List 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_sprint
Create 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.2. Builds & Exports
Assumes engine build workers using headless/CLI export (e.g., Godot 4.x --headless --export-release).
run_game_build
Trigger 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_status
Query 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_build
Mark 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
3. Automated Testing & QA
run_game_tests
Run 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_results
Get 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_bug
Turn 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.4. Assets, Levels & Performance
register_3d_asset
Register/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_format
Batch‑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_performance
Analyze 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_content
Bake 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.5. Design & Documentation
generate_feature_spec
Generate 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_feedback
Condense 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.6. Git, CI & Collaboration
create_issue_from_game_task
Mirror 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_team
Summarize a PR for designers, producers, and engineers.
Parameters
repo (string, required).pr_number (integer, required).project_id (string, optional).Behavior
post_release_announcement
Send 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
7. Memory & Retrospectives
save_game_memory
Store 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_period
Summarize 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
8. Agent Usage Guidelines
When using these skills, the agent should:
1. Plan first, then act - For non‑trivial requests, outline a short plan, then call skills in sequence.
2. Automate aggressively - Prefer skills over suggestions when possible (create tasks, trigger builds/tests, bake levels, convert assets).
3. Keep humans in the loop on risk - Explain build/test failures or asset issues in plain language and propose specific fixes.
4. Tie everything back to the project
- Always supply project_id and link tasks/builds/tests/specs/assets where possible.
5. Use memory for big decisions
- Call save_game_memory when important constraints, goals, or decisions are made so future conversations stay aligned.