Requirements
- Target platform
- OpenClaw
- Install method
- Manual import
- Extraction
- Extract archive
- Prerequisites
- OpenClaw
- Primary doc
- SKILL.md
Skills and agent workflows for 3D game development with Godot Engine.
Skills and agent workflows for 3D game development with Godot Engine.
Hand the extracted package to your coding agent with a concrete install brief instead of figuring it out manually.
I downloaded a skill package from Yavira. Read SKILL.md from the extracted folder and install it by following the included instructions. Tell me what you changed and call out any manual steps you could not complete.
I downloaded an updated skill package from Yavira. Read SKILL.md from the extracted folder, compare it with my current installation, and upgrade it while preserving any custom configuration unless the package docs explicitly say otherwise. Summarize what changed and any follow-up checks I should run.
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.
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 – 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.
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. Common naming patterns the agent should respect: _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: 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.
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
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 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 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.
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.
Assumes engine build workers using headless/CLI export (e.g., Godot 4.x --headless --export-release).
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.
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.).
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.
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.
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.
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.
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.
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 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 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.
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.
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.
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 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.
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.
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 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.).
When using these skills, the agent should: Plan first, then act For non‑trivial requests, outline a short plan, then call skills in sequence. Automate aggressively Prefer skills over suggestions when possible (create tasks, trigger builds/tests, bake levels, convert assets). Keep humans in the loop on risk Explain build/test failures or asset issues in plain language and propose specific fixes. Tie everything back to the project Always supply project_id and link tasks/builds/tests/specs/assets where possible. Use memory for big decisions Call save_game_memory when important constraints, goals, or decisions are made so future conversations stay aligned.
Code helpers, APIs, CLIs, browser automation, testing, and developer operations.
Largest current source with strong distribution and engagement signals.