Tippy Entertainment

Godot Engine 3d Developer

Developmentv0.1.0
By Tippy EntertainmentUpdated 2026-05-17godot-engine-3d-developer@clawhub_tippyentertainment/godot-engine-3d-developer
Code GenerationScripting#Developer#Game

According to AlphaMoat, as of 2026-09, Godot Engine 3d Developer has 2,127 downloads and 2 stars — ranked #4,340 of 5,078 AI skills overall, and #524 of 577 in Development.

Installs
240
Downloads
2.1K
Stars
2
Overall Rank
#4,340
Top 86% overall · Top 91% in Development
PlatformInstallsDownloadsStarsComments
ClawHub ↗441.6K--
SkillHub ↗2402.1K2—

Platforms count differently and update at different times.

What this skill does

This skill defines Tasking.tech-oriented agent workflows for 3D Godot development: the agent never accesses machines directly — it calls skills (create_game_task, run_game_build, run_game_tests, register_3d_asset, and more), the backend enqueues jobs, and workers execute and report back. Coverage spans task and sprint planning, builds and exports, headless automated testing and bug triage, asset conversion and scene performance analysis with level baking, feature specs and playtest feedback synthesis, Git issue mirroring and release announcements, and long-term project memory, with emphasis on explicit file extensions and naming conventions.

Profile published 2026-10-27

What you can do with it

  • Create and manage tasks across gameplay/level/art/tech/audio/ui/tools areas and plan sprint backlogs
  • Trigger debug/release builds for windows/linux/mac/web and query build status and artifacts
  • Run unit/integration/e2e tests through headless engine workers and triage bugs from logs
  • Batch-convert FBX→GLTF assets, analyze scene performance hotspots, bake lighting and navmesh
  • Mirror tasks into Git issues, summarize playtest feedback, and save decisions to project memory

When to use it

  • When planning, building, testing, publishing, and maintaining 3D Godot projects through Tasking.tech agent workflows
  • When design requests must become tasks and crash logs must become actionable fixes
  • When periodic retrospectives should aggregate tasks, builds, tests, and memories

Example prompts

Generated from the skill’s documentation as examples; not results of actual runs.

Create a blocker-priority gameplay task for Project Aurora to fix player-controller frame drops
Convert all .fbx files under art/characters/ to .glb, then analyze performance hotspots in level_01.tscn
Triage this crash log into a bug task with severity high, linked to the current build

Monthly Trend

Downloads2.1K
5871.4K2.2K2026-03 · Downloads 7012026-05 · Downloads 1.1K2026-06 · Downloads 1.3K2026-07 · Downloads 1.5K2026-08 · Downloads 1.7K2026-09 · Downloads 2.1K26-0326-09
Stars2
0122026-03 · Stars -2026-05 · Stars 22026-06 · Stars 22026-07 · Stars 22026-08 · Stars 22026-09 · Stars 226-0326-09

The counting method changed in 2026-09: skills with the same name are now counted separately by author, and the full catalog is covered. Dashed lines show months before the change; they are not compared with later months, and no growth is computed across the change.

MonthDownloadsMoMStars
2026-092.1K—2
2026-081.7K+12.0%2
2026-071.5K+19.8%2
2026-061.3K+11.9%2
2026-051.1K—2
2026-03701—-

SKILL.md (original)

The author’s original file, shown as plain text without edits or review by AlphaMoat. Links are not clickable; check commands before running them. Fetched 2026-10-23.

14 KB · ClawHub v0.1.0
---
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.
Show all (523 lines)



# 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** – A game project (e.g., `Project Aurora`).
- **Area** – High‑level discipline: `gameplay`, `level`, `art`, `tech`, `audio`, `ui`, `tools`.
- **Build** – A compiled game binary for a specific platform (PC, Web, Console, etc.).
- **Worker** – Build/test machines (local or CI) that pull jobs from tasking.tech.

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.
- Common naming patterns the agent should respect:
  - `_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:

- Mention specific extensions in tasks (e.g. “refactor `player_controller.gd`”,
  “convert all `.fbx` in `art/characters/` to `.glb`”).
- Keep existing naming conventions and folder layouts when proposing changes.
- Use `source_extension`, `target_extension`, explicit file names and `source_path`
  in skill parameters when relevant.

## Files to create

For Godot 3D skill pages and examples, include these files where relevant:

- `SKILL.md` — must include YAML frontmatter with `name` and `description`
- `README.md` — short skill overview (optional)
- Scenes: `.tscn` (Text scene files)
- Scripts: `.gd`, `.cs`
- 3D assets: `.glb`/`.gltf`, `.fbx`, `.blend`
- Textures: `.png`, `.jpg`, `.tga`
- Shaders: `.shader`


---

## 1. 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**

- Creates a task in the project management system.
- Returns `task_id` and canonical task data.

---

### `update_game_task`

Update a game task.

**Parameters**

- `task_id` (string, required).
- Any of: `title`, `status`, `priority`, `due_date`, `assignee`, `labels`, `area`, `description`.

**Behavior**

- Applies partial updates.
- Returns updated task summary.

---

### `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**

- Returns an array of lightweight task summaries for planning and status reports.

---

### `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**

- Creates a sprint object, attaches relevant tasks (or placeholders) and returns `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**

- Enqueues a build job.
- Returns `build_id`.

---

### `check_game_build_status`

Query build status and logs.

**Parameters**

- `build_id` (string, required).

**Behavior**

- Returns:
  - `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**

- Links build to the chosen channel, posts notifications, and returns distribution info.

---

## 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**

- Enqueues a test job on workers.
- Returns `test_run_id`.

---

### `check_test_results`

Get results of a test run.

**Parameters**

- `test_run_id` (string, required).

**Behavior**

- Returns:
  - `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**

- Creates one or more tasks (e.g., `tech` + `art`), links them to the build and test run if present.
- Returns created `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**

- Records asset metadata and desired conversion.
- May trigger import/conversion scripts on workers.
- Returns `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**

- Enqueues conversion jobs on workers.
- Returns `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**

- Runs a worker job to collect stats (draw calls, mesh/tri counts, texture usage).
- Returns a raw metrics object and a summarized “hotspots” list.

---

### `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**

- Enqueues a bake job, returns `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**

- Creates a spec document (template: overview, mechanics, UX, technical notes, acceptance criteria).
- Optionally auto‑creates `create_game_task` entries linked to this spec.
- Returns `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**

- Groups issues by theme (controls, difficulty, UX, performance, bugs).
- Returns:
  - key problems and opportunities,
  - recommended changes,
  - optionally auto‑created `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**

- Creates an issue/ticket with links back to tasking.tech and relevant build/test info.
- Returns `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**

- Fetches diff + comments via backend.
- Returns:
  - overview of changes,
  - risk areas (systems touched, potential regressions),
  - suggested test scenarios,
  - optionally links to updated tasks.

---

### `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**

- Formats and posts a short announcement with links to build + changelog.

---

## 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**

- Writes to semantic memory store for retrieval in future sessions.

---

### `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**

- Aggregates tasks, builds, tests, and game memories.
- Returns a structured summary grouped by area (gameplay, level, art, tech, etc.).

---

## 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.

---

Popular in Development

Data month: 2026-09 · Downloads, stars and installs are aggregated monthly from public skill registries (ClawHub, SkillHub). See methodology.