Claude-skill-registry game-tools-workflows
install
source · Clone the upstream repo
git clone https://github.com/majiayu000/claude-skill-registry
Claude Code · Install into ~/.claude/skills/
T=$(mktemp -d) && git clone --depth=1 https://github.com/majiayu000/claude-skill-registry "$T" && mkdir -p ~/.claude/skills && cp -r "$T/skills/data/game-tools-workflows" ~/.claude/skills/majiayu000-claude-skill-registry-game-tools-workflows && rm -rf "$T"
manifest:
skills/data/game-tools-workflows/SKILL.mdsource content
Game Development Tools & Workflows
Development Tool Stack
┌─────────────────────────────────────────────────────────────┐ │ GAME DEV TOOL STACK │ ├─────────────────────────────────────────────────────────────┤ │ ENGINE: Unity / Unreal / Godot │ │ │ │ IDE: Visual Studio / Rider / VS Code │ │ │ │ VERSION CONTROL: │ │ Git + LFS (indie) / Perforce (large teams) │ │ │ │ ART TOOLS: │ │ Blender / Maya / Substance Painter / Photoshop │ │ │ │ AUDIO: │ │ Wwise / FMOD / Reaper / Audacity │ │ │ │ PROJECT MANAGEMENT: │ │ Jira / Notion / Trello / Linear │ │ │ │ COMMUNICATION: │ │ Slack / Discord / Teams │ └─────────────────────────────────────────────────────────────┘
Git Workflow for Games
GIT BRANCHING STRATEGY: ┌─────────────────────────────────────────────────────────────┐ │ │ │ main ─────●─────────●─────────●─────────● (releases) │ │ ↑ ↑ ↑ ↑ │ │ develop ──●──●──●───●──●──●───●──●──●───● (integration) │ │ ↑ ↑ ↑ ↑ │ │ feature/X─●──● ●──● │ │ │ │ BRANCH TYPES: │ │ main: Production releases only │ │ develop: Integration branch, daily builds │ │ feature/*: New features, short-lived │ │ fix/*: Bug fixes │ │ release/*: Release preparation │ └─────────────────────────────────────────────────────────────┘ GIT LFS CONFIGURATION: ┌─────────────────────────────────────────────────────────────┐ │ .gitattributes: │ │ *.psd filter=lfs diff=lfs merge=lfs -text │ │ *.fbx filter=lfs diff=lfs merge=lfs -text │ │ *.wav filter=lfs diff=lfs merge=lfs -text │ │ *.mp3 filter=lfs diff=lfs merge=lfs -text │ │ *.png filter=lfs diff=lfs merge=lfs -text │ │ *.tga filter=lfs diff=lfs merge=lfs -text │ │ *.zip filter=lfs diff=lfs merge=lfs -text │ └─────────────────────────────────────────────────────────────┘
Commit Convention
COMMIT MESSAGE FORMAT: ┌─────────────────────────────────────────────────────────────┐ │ PREFIX: Description (max 50 chars) │ │ │ │ PREFIXES: │ │ feat: New feature │ │ fix: Bug fix │ │ art: Art/visual changes │ │ audio: Sound/music changes │ │ level: Level design changes │ │ refactor: Code restructuring │ │ perf: Performance improvements │ │ test: Test additions/changes │ │ ci: CI/CD changes │ │ docs: Documentation │ │ │ │ EXAMPLES: │ │ feat: Add double jump ability │ │ fix: Resolve player falling through floor │ │ art: Update hero character textures │ │ perf: Optimize enemy spawning system │ └─────────────────────────────────────────────────────────────┘
Build Automation
# ✅ Production-Ready: Build Script import subprocess import os from datetime import datetime class GameBuilder: def __init__(self, project_path: str, unity_path: str): self.project_path = project_path self.unity_path = unity_path self.build_number = self._get_build_number() def build(self, platform: str, config: str = "Release"): build_path = f"Builds/{platform}/{self.build_number}" args = [ self.unity_path, "-quit", "-batchmode", "-projectPath", self.project_path, "-executeMethod", "BuildScript.Build", f"-buildTarget", platform, f"-buildPath", build_path, f"-buildConfig", config, "-logFile", f"Logs/build_{platform}.log" ] result = subprocess.run(args, capture_output=True) if result.returncode != 0: raise Exception(f"Build failed: {result.stderr}") return build_path def _get_build_number(self) -> str: return datetime.now().strftime("%Y%m%d.%H%M")
Team Workflow
AGILE SPRINT WORKFLOW: ┌─────────────────────────────────────────────────────────────┐ │ DAY 1: Sprint Planning │ │ • Review backlog │ │ • Commit to sprint goals │ │ • Break into tasks │ ├─────────────────────────────────────────────────────────────┤ │ DAILY: Standup (15 min) │ │ • What did you do? │ │ • What will you do? │ │ • Any blockers? │ ├─────────────────────────────────────────────────────────────┤ │ CONTINUOUS: Development │ │ • Work on tasks │ │ • Daily builds/tests │ │ • Code reviews │ ├─────────────────────────────────────────────────────────────┤ │ PLAYTEST: Mid-sprint │ │ • Team plays current build │ │ • Gather feedback │ │ • Adjust priorities │ ├─────────────────────────────────────────────────────────────┤ │ END: Sprint Review + Retro │ │ • Demo completed work │ │ • What went well/poorly? │ │ • Improvements for next sprint │ └─────────────────────────────────────────────────────────────┘
🔧 Troubleshooting
┌─────────────────────────────────────────────────────────────┐ │ PROBLEM: Merge conflicts in scene files │ ├─────────────────────────────────────────────────────────────┤ │ SOLUTIONS: │ │ → Use prefabs instead of scene objects │ │ → Smart merge tools (Unity Smart Merge) │ │ → Coordinate who works on which scenes │ │ → Use scene additivity │ └─────────────────────────────────────────────────────────────┘ ┌─────────────────────────────────────────────────────────────┐ │ PROBLEM: Repository growing too large │ ├─────────────────────────────────────────────────────────────┤ │ SOLUTIONS: │ │ → Configure Git LFS properly │ │ → Clean up old branches │ │ → Don't commit generated files (Library/) │ │ → Use .gitignore templates for game engines │ └─────────────────────────────────────────────────────────────┘ ┌─────────────────────────────────────────────────────────────┐ │ PROBLEM: Builds breaking frequently │ ├─────────────────────────────────────────────────────────────┤ │ SOLUTIONS: │ │ → Add CI build on every PR │ │ → Implement smoke tests │ │ → Require passing builds before merge │ │ → Add pre-commit hooks for validation │ └─────────────────────────────────────────────────────────────┘
Essential .gitignore
# Unity Library/ Temp/ Obj/ Build/ *.csproj *.unityproj *.sln # Unreal Intermediate/ Saved/ DerivedDataCache/ *.sln # Common *.log *.tmp .DS_Store Thumbs.db
Use this skill: When setting up pipelines, managing assets, or automating builds.