# AI Game Development Agents for Unity & Web Games

Build, test and ship Unity and browser games with focused AI agents and repeatable workflows. Explore the AI Games Kit and practical game-development guides.

Canonical URL: https://gameskit.ai/

Last updated: 2026-11-05

AI Games Kit · v0.11.1

## Ship the game, not AI slop.

14 agents and 43 repeatable workflows for **Unity** and **browser games**, from the first audit to the ship decision. Build it, polish it, then port it to the web portals where the players are.

Port to

- CrazyGames
- Poki
- GameDistribution
- YouTube Playables
- Wavedash
- Coolmath Games

[Get the AI Games Kit — $89](https://buy.polar.sh/polar_cl_rb8RAXAZl7ILCnFAwdA6XIFArLAXDXvZPudFU4fKWUn) [See the games](https://gameskit.ai/#games)

Pay once · Private GitHub access · Future updates included

Workflow content is designed for Claude Code and Codex. Automatic installation currently targets Claude Code; native Codex installation is not available yet.

One command · from your project root

`npx --yes --package=github:getagentguild/cli agentguild --kit=games`

.claude/agents · .claude/skills · .claude/commands · a block in CLAUDE.md
Re-running is safe: files you edited are left alone.

Made with these workflows

### Real frames from real games

Games built and ported with these workflows. Every frame is straight from the game.

- ![Scraps in its Halloween look: a hex tile puzzle mid-game with pumpkin, bat and potion tiles](https://gameskit.ai/games/frames/scraps-halloween.jpg)

  #### Scraps · hex puzzle, Halloween look
- ![Globetris: coloured blocks stacked in rings around a small turning planet](https://gameskit.ai/games/frames/globetris.jpg)

  #### Globetris · falling blocks round a planet
- ![Sandmix: a falling-sand world with water, soil, trees and an element palette](https://gameskit.ai/games/frames/sandmix.jpg)

  #### Sandmix · falling-sand chemistry
- ![Cat Market: a cat in overalls beside a restaurant counter in a blocky 3D world](https://gameskit.ai/games/frames/cat-market.jpg)

  #### Cat Market · 3D idle restaurant
- ![Cornered: a top-down city map with a Caught result card and three stars](https://gameskit.ai/games/frames/cornered.jpg)

  #### Cornered · 50-case pursuit puzzle
- ![Sketchtone: a drawing of two fish, bubbles and a starfish on a retro paint canvas above a colour palette](https://gameskit.ai/games/frames/sketchtone.jpg)

  #### Sketchtone · draw a little music

- ![Scraps on a phone in its Halloween look: a hex tile board with pumpkin, bat and potion tiles](https://gameskit.ai/games/frames/scraps-halloween-phone.jpg)

  #### Scraps

  hex puzzle, Halloween look
- ![Sandmix on a phone: a falling-sand world above its element palette](https://gameskit.ai/games/frames/sandmix-phone.jpg)

  #### Sandmix

  falling-sand chemistry
- ![Cat Market on a phone: cats at tables and a counter in a blocky 3D restaurant](https://gameskit.ai/games/frames/cat-market-phone.jpg)

  #### Cat Market

  3D idle restaurant
- ![Cornered on a phone: a city map split by a river with a ferry, three cops and a thief](https://gameskit.ai/games/frames/cornered-phone.jpg)

  #### Cornered

  50-case pursuit puzzle

Real captures from our own games

### Before the kit. After the kit.

3D arena shooter

#### Gameplay and look

The same fight, at the same second, in a plain first build and in a copy the kit’s art director and game-feel designer then worked on: same rules, same seed, same autopilot. Grey blocks on a grey floor became a lit stone courtyard with hit flashes, ember bursts and score pops.

Before

After

Arcade racer

#### Game feel

The same race, at the same second, in a plain first build and after the kit’s specialists: same rules, same seed, same autopilot. Box cars on a green plane became a hill circuit at golden hour, with drift smoke, skid marks, boost flames and a camera that kicks.

Before

After

Monster Defense

#### Characters

The same staged fight, the same squads against the same monsters, in the first playable build and in today’s. Plain tokens on a plain board became a knight squad, a wizard and a guardian, each with its own look and attack.

Before

After

1 / 3

The roster

### 60 specialists on the board

14 agents, 43 skills and 3 commands, read straight from the kit registry, never hand-typed.

agent

#### Unity Game Developer

Use when Unity implementation spans gameplay code plus serialized assets, architecture, general editor tooling, packages, or build configuration; use Game Tuning Workbench for a focused project-specific tuning panel and versioned settings handoff, and the dedicated Unity skills for debugging, project or dependency audits, reorganization, profiling, or WebGL procedures

agent

#### Web Game Developer

Use when implementing or debugging browser-game features and rendering with Three.js, Phaser, PixiJS, vanilla JavaScript, Canvas, WebGL, or Unity WebGL source; use Realtime Multiplayer Engineer when work spans authoritative server simulation and network lifecycles, Game Art Director for cross-surface visual direction, and focused skills for bounded audits, input, performance, tuning, or portal integration

agent

#### Realtime Multiplayer Engineer

Use when real-time multiplayer implementation spans authoritative simulation, network protocol, admission and presence lifecycles, interest management, reconnection, persistence, spectators, or live-world recovery; use the dedicated persistent-server design, multiplayer security, or load-and-soak skill when only that bounded procedure is needed

agent

#### Web Game Publishing Engineer

Use when coordinating a web-game release across multiple portals, SDK workstreams, build variants, submission planning, and dashboard handoff; use Web Game Multi-Portal Adapter for the focused shared facade and deterministic-variant procedure, a dedicated platform skill for one portal, and Game Monetization Manager for IAP or ad policy

agent

#### Game Remote Config & Analytics Engineer

Use when a game on any engine or runtime needs remote configuration, feature flags, kill switches, analytics events, experiment instrumentation, staged rollout, or provider-neutral config and analytics adapters with an A/B experimentation workflow such as Firebase Remote Config, Analytics, and A/B Testing

agent

#### Game Monetization Manager

Use when a game on any engine or runtime needs sustainable monetization strategy, an in-app purchase catalog or implementation, ad-format and placement decisions, store or mediation adapters, purchase lifecycle hardening, pricing plans, or monetization experiments with policy and player-experience guardrails

agent

#### Game UI/UX Designer

Use when designing or implementing game HUD information architecture, menus, onboarding, store, offer, ad, purchase, consent, navigation, focus, responsive interface, accessibility, or cross-device menu flows; use Game Juice & Feel for action feedback, Game Art Director for the broader visual language, and Game UI/UX Audit to review an existing interface without implementing changes

agent

#### Game Systems Designer

Use when a game-design problem spans multiple interacting mechanics and needs a coherent implementable design.

Use when a game-design problem spans multiple interacting mechanics and needs a coherent implementable design; use focused skills for bounded loop, difficulty, economy, playtest, or interface work, Game Monetization Manager for commercial design, and Realtime Multiplayer Engineer for authoritative networking implementation

agent

#### Game Performance Engineer

Use when coordinating and implementing a performance campaign across multiple targets or runtime subsystems.

Use when coordinating and implementing a performance campaign across multiple targets or runtime subsystems; use a focused engine performance skill for bounded profiling, Realtime Multiplayer Engineer for network architecture and correctness, and the multiplayer load-and-soak skill for capacity or endurance validation

agent

#### Game QA and Playtest Analyst

Use when game quality work spans ambiguous or multiple reports, exploratory coverage, severity and priority, test matrices, playtest classification, and release risk; use Unity Debugging for one focused Unity failure, Realtime Multiplayer Engineer for authoritative network repair, Playtest Feedback Triage for turning raw playtest notes into a change plan, and Release Gate for the whole-game release decision

agent

#### Game Juice & Feel Designer

Use when a game feels flat, weightless, unclear, unresponsive, or unsatisfying and needs coordinated input, motion, animation, camera, hit-stop, VFX, audio, haptics, or action-HUD feedback; use Game Art Director for broad visual language, Game UI/UX for interface structure, Realtime Multiplayer Engineer for synchronization correctness, and Non-Slop for a whole-game craft audit in a separate copy

agent

#### Game Art Director

Use when a game needs one coherent visual direction across gameplay, environments, characters, effects, interface styling, and honest marketing imagery, or when existing art lacks identity, hierarchy, readability, or a feasible production system; use Non-Slop for an identity lock and scored craft audit in a separate copy, and Store Art From Game Art for portal pictures

agent

#### Theme Painter

Use when a game needs a new look painted as one self-contained theme block, such as a seasonal or publisher variant or a portal A/B look, inside a separate copy of the game, with its own tests and mid-build captures; use Seasonal Theme Variant for the procedure, Game Art Director for the lasting visual language, Game UI/UX Designer for interface structure, and Portal Adapter Builder for the portal build

agent

#### Portal Adapter Builder

Use when one portal's build needs its adapter, build script, contract-mirroring mock verifier, local QA server and notes written in a scratch copy of the frozen game source from the portal's live contract; use Web Game Multi-Portal Adapter for the shared facade, the platform skill for the portal's API, Web Game Publishing Engineer for the wider release, and Portal Build Orchestration for the round

skill

#### Unity Project Audit

Audit an existing Unity project and map its architecture, scenes, prefabs, packages, settings, Addressables, Resources, runtime references, risks, and prioritized improvements. Use when inheriting a project, planning a refactor or Unity upgrade, preparing a release, diagnosing broad technical debt, or needing to understand how a Unity project is assembled before changing it. For one asset's references or the blast radius of a move or delete use Unity Prefab and Scene Dependency Audit.

skill

#### Unity Safe Project Reorganization

Plan and execute safe Unity asset, script, prefab, scene, and folder moves while preserving GUIDs, meta files, serialized references, and build configuration. Use when reorganizing an Assets tree, renaming or relocating Unity content, splitting modules, cleaning inherited project structure, or repairing a previous move without breaking dependencies.

skill

#### Unity Prefab and Scene Dependency Audit

Trace forward and reverse Unity dependency graphs across scenes, prefabs, prefab variants, ScriptableObjects, Addressables, Resources.Load paths, GUIDs, and assets. Use when locating the serialized owner of a missing reference, finding what references an asset, investigating build inclusion, validating additive scene flows, or determining move, delete, and shared-content blast radius; use Unity Debugging instead to reproduce and repair one focused failure, Unity Project Audit for whole-project health, and Unity Safe Project Reorganization to carry out moves.

skill

#### Unity Debugging

Reproduce, isolate, repair, and verify one focused Unity functional failure using Console, Editor and Player logs, stack traces, debugger evidence, serialized state, controlled experiments, and regression tests. Use for compiler or assembly errors, exceptions, functional crashes or hangs, missing references, broken scene or prefab behavior, lifecycle and state bugs, package or import failures, build-only and platform-only defects, IL2CPP or stripping problems, and intermittent behavior; use Unity Performance Profiling instead when the primary symptom is frame time, memory, loading or rendering cost, thermal behavior, or resource exhaustion; use Unity WebGL Optimization for Unity WebGL size, startup or memory.

skill

#### Unity Performance Profiling

Diagnose Unity CPU, GPU, memory, garbage-collection, rendering, physics, loading, and frame-pacing problems with reproducible profiler evidence. Use for low frame rate, stutter, hitches, thermal or battery issues, memory pressure, loading spikes, excessive draw calls, or performance regressions on a specific Unity target device. For a Unity WebGL build use Unity WebGL Optimization.

skill

#### Unity WebGL Optimization

Measure and optimize Unity WebGL build size, startup time, memory, runtime performance, browser compatibility, and hosting behavior. Use when a Unity game loads slowly, crashes or stutters in browsers, exceeds portal size limits, needs reliable compression and caching, or must be prepared for desktop and mobile web deployment. For a native Unity target use Unity Performance Profiling; for a functional failure use Unity Debugging.

skill

#### Web Game Framework Selector

Select between Three.js, Phaser, PixiJS, vanilla Canvas 2D, and vanilla WebGL using explicit game, platform, team, performance, and delivery constraints. Use when starting a browser game, choosing a stack for a prototype, reassessing an existing web game architecture, or deciding whether framework migration is worth its cost.

skill

#### Browser Game Performance Audit

Profile and improve browser-game loading, frame time, input latency, memory, garbage collection, rendering, network delivery, and lifecycle behavior with before-and-after evidence. Use for slow startup, low FPS, stutter, long tasks, mobile overheating, memory growth, WebGL context loss, large bundles, or regressions in Three.js, Phaser, PixiJS, Canvas, or vanilla WebGL games. For a Unity WebGL build use Unity WebGL Optimization.

skill

#### Responsive Game Input

Design and verify one responsive browser-game input layer across keyboard, mouse, touch, pen, and gamepad, including coordinate scaling, focus, resize, orientation, and lifecycle handling. Use when adding cross-device controls, fixing duplicate or dropped input, mapping pointer coordinates to a scaled canvas, reducing input latency, or making a web game reliable on desktop and mobile browsers.

skill

#### Persistent Multiplayer Server Design

Design, implement, or audit an authoritative real-time multiplayer server for a persistent game world, including simulation ticks, protocols, interest management, client reconciliation, admission queues, reconnects, spectators, checkpoints, safe restarts, security, and operational budgets. Use when players share a long-lived world or room and server correctness must survive churn and deployment; use Multiplayer Load and Soak Testing for capacity proof, and leave gameplay scoring, economy, and fairness values to the systems-design owner.

skill

#### Multiplayer Load and Soak Testing

Plan, implement, or run authorized headless load and soak tests for an authoritative multiplayer game, covering player ramps, spikes, churn, spectators, dense interest areas, slow clients, bounded faults, restart recovery, and sustained operation. Use when concurrency, tick health, bandwidth, backpressure, state correctness, or safe capacity needs runtime evidence; do not target production or third-party systems without explicit scoped authorization.

skill

#### Multiplayer Security Abuse Review

Threat-model, audit, or harden a real-time multiplayer game against modified clients, automation, impossible or replayed input, state and visibility abuse, admission bypass, resource exhaustion, spectator leaks, and privileged-tool compromise. Use for a focused multiplayer security or abuse-resistance review with evidence, mitigations, and safe adversarial validation; use the runtime owner for broad server implementation and the load skill for capacity testing.

skill

#### Game Access Entitlement Adapter

Design or implement the provider-neutral boundary that turns a verified external purchase into revocable game access. Use for hosted-checkout callbacks, signed commerce webhooks, durable entitlement state, purchaser-to-player binding, short-lived single-use join authorization, refund or chargeback revocation, reconciliation, and sandbox verification. Do not use for in-game store catalogs, advertising, or pricing strategy (use Game Monetization Manager), or for gameplay admission, queue, matchmaking, and seat-allocation rules (use Realtime Multiplayer Engineer).

skill

#### Web Game Multi-Portal Adapter

Design, implement, migrate, or audit a reusable multi-portal adapter for browser games across Unity Web, JavaScript or TypeScript frameworks, and other engines with documented browser interop. Use when one game targets two or more portals, or when an existing shared portal subsystem has scattered vendor calls, and needs a stable game-facing lifecycle, capability matrix, isolated provider modules, ads, save, score, pause and audio contracts, deterministic build variants, local fakes, and SDK-isolation tests; use only the dedicated platform skill when the work targets one provider, and Web Portal Readiness Check for final artifact QA.

skill

#### Game Live Broadcast Operations

Design, implement, test, or operate a provider-neutral livestream pipeline for a game-owned public or spectator view, including automatic camera direction, capture readiness, encoding, local relay, isolated destination publishers, rollover, observability, and secret handling. Use when gameplay should be broadcast to one or more video platforms; do not use for portal SDK packaging, player-controlled streaming, or ordinary gameplay rendering alone.

skill

#### Poki SDK Integration

Integrate, repair, migrate, or audit the current official Poki SDK in HTML5 and Unity WebGL games, and in other engines through Poki's own plugin for that engine. Use when preparing a game for Poki, wiring initialization and loading, gameplay, commercial-break, rewarded-break, or audio lifecycle behavior, validating in Poki Inspector, or diagnosing a rejected or broken Poki build; when the game targets two or more portals, pair it with Web Game Multi-Portal Adapter.

skill

#### CrazyGames SDK Integration

Integrate, repair, migrate, or audit the current official CrazyGames SDK in HTML5 and Unity WebGL games, and in other engines through CrazyGames' own package for that engine. Use when preparing a Basic or Full Launch, wiring SDK initialization, gameplay and loading events, the platform mute setting, ads, saves, accounts, or portal preview behavior, or diagnosing CrazyGames QA and integration failures; when the game targets two or more portals, pair it with Web Game Multi-Portal Adapter.

skill

#### GameDistribution SDK Integration

Verify, integrate, repair, or audit the official current GameDistribution SDK for HTML5 or Unity WebGL games.

Verify, integrate, repair, or audit the official current GameDistribution SDK for HTML5 or Unity WebGL games. Use when preparing a GameDistribution build, adding ads or platform lifecycle handling, migrating an older GD integration, or diagnosing portal QA failures; require current first-party SDK evidence before changing code. When the game targets two or more portals, pair it with Web Game Multi-Portal Adapter.

skill

#### YouTube Playables Export

Adapt, package, test, or audit an HTML5 or Unity WebGL game for YouTube Playables.

Adapt, package, test, or audit an HTML5 or Unity WebGL game for YouTube Playables. Use when integrating the current Playables SDK, readiness signals, pause and audio events, storage, score or ads APIs, making a self-contained compliant bundle, running the official test suite, or preparing an invitation-only Developer Portal certification release; when the game targets two or more portals, pair it with Web Game Multi-Portal Adapter.

skill

#### Wavedash SDK Integration

Integrate, repair, migrate, or audit the current official Wavedash SDK in browser games across any engine that exports to the web. Use when preparing a game for Wavedash, wiring initialization and load reporting, or adding player identity, achievements, leaderboards, cloud saves, UGC, multiplayer lobbies and P2P networking, or paid content. Always negotiate integration scope with the user before editing; never infer wanted features from the codebase. When the game targets two or more portals, pair it with Web Game Multi-Portal Adapter.

skill

#### Coolmath Games Integration

Prepare, integrate, and audit a web game for Coolmath Games on any route: Unity WebGL, native HTML5, TypeScript or JavaScript engines (Phaser, Three.js, PixiJS, Canvas, vanilla), or another engine's web export. The platform contract (analytics events, ad breaks, mute message, host check, page templates), a tested game-side service and a local fake ad runtime are built into this skill, so nothing is fetched and nothing has to be requested from Coolmath first. Use for the eligibility gate, the dedicated build variant, wiring and verification; when the game targets two or more portals, pair it with Web Game Multi-Portal Adapter.

skill

#### Web Portal Readiness Check

Audit an HTML5, WebGL, Canvas, Phaser, PixiJS, Three.js, vanilla JavaScript, or Unity WebGL build before submission to a web-game portal. Use for the per-portal artifact audit (packaging, loading, iframe, browser, input, audio, storage, network, performance, SDK lifecycle, privacy, metadata, or multi-portal readiness checks), ending in a GO, CONDITIONAL GO or NO-GO verdict for each portal. For the whole-game ship decision use Release Gate, which runs this audit once per target; for one portal's SDK work use its platform skill.

skill

#### Seasonal Theme Variant

Add a seasonal, holiday, or publisher-specific look to a shipped game as a separate copy of the game folder, with the default left untouched, one removable theme block plugged in through optional hooks, and one locked look per portal upload. Use when a game needs a themed variant for a season or a promotion, when a look must be decided from mockups, or when themed art must keep meters, icons and failure screens readable; not for the game's lasting art bible (use Game Art Director) or for a runtime theme switcher.

skill

#### Store Art From Game Art

Render portal and store art (icons, logos, covers, thumbnails, contact sheets) from the game's own art by injecting a painter into a locked copy of the game page, then crop, convert and verify exact pixel sizes per portal. Use when a portal asks for specific image sizes, a title wordmark, clean no-branding variants, or art that must match the current look and be re-rendered when the game changes; not for choosing the art direction (use Game Art Director) or for gameplay video (use short-form-video or launch-trailer).

skill New

#### Short-Form Video

Make a short-form video about the game (15 to 60 seconds, vertical first) from the game's real footage, built from a hook with tension, a script written with the owner, a voice, one or two words on screen on the spoken word, a picture that changes on nearly every key word, sound, and an ending that loops. Use when the owner asks for a short, a devlog or promo video, a launch or update video for social feeds, or says something like "make a 30-second short from my gameplay" or wants a batch of shorts fast; not for a long landscape launch trailer (use launch-trailer), still store art (use store-art-from-game-art), livestreams (use game-live-broadcast-operations) or the game's art direction (use Game Art Director).

skill New

#### Launch Trailer

Make a long-form landscape launch trailer (about 45 seconds to 2 minutes) for a game or a game tool, told as a story with honest proof and a score cut from the same timeline, with the owner's notes worked through round by round. Use when the owner asks for a launch trailer, a launch film, a release, announcement or reveal trailer, a store-page trailer, or a landscape launch video for YouTube, X, LinkedIn or a store page; not for vertical shorts or a quick launch post for feeds (use short-form-video), still store art (use store-art-from-game-art), livestreams (use game-live-broadcast-operations) or the game's art direction (use Game Art Director).

skill

#### Portal Build Orchestration

Coordinate a portal build round with several agents, namely a source owner that holds the game code and tests, a portal-adapter builder working in a scratch copy of the frozen source, and a lead who runs the final build after a source-hash handshake, with build and verification estimated separately, stage checkpoints, progressive delivery and a fixed hand-back report. Use when several looks or portals ship in one round or workstreams overlap on one game; not for one provider's contract (use its platform skill) or the shared adapter design (use Web Game Multi-Portal Adapter).

skill

#### Game UI/UX Audit

Use when reviewing an existing game's HUD, menus, navigation, readability, input flow, accessibility, localization readiness, or responsive behavior and turning the findings into prioritized implementation changes.

skill

#### First-Time User Experience Review

Use when players are confused, abandoning early, skipping tutorials, or failing to reach the first satisfying moment and the game's onboarding or first-session experience needs evidence-based improvement.

skill

#### Core Loop Review

Use when a game feels repetitive, aimless, unrewarding, unclear, or unable to retain interest and its moment-to-moment actions, feedback, rewards, progression, and repeated player decisions need analysis.

skill

#### Difficulty Curve Analysis

Use when players encounter difficulty spikes, boredom, repeated failure, inconsistent challenge, unfairness, or poor progression and the game needs evidence-based diagnosis and tuning across levels or encounters.

skill

#### Game Economy Balance

Use when designing or correcting currencies, rewards, costs, upgrades, progression pacing, resource inflation, grind, monetization pressure, or exploitable source-and-sink relationships in a game economy.

skill

#### Playtest Feedback Triage

Use when turning playtest notes, recordings, telemetry, surveys, bug reports, or conflicting player opinions into evidence clusters, root-cause hypotheses, and a prioritized change and validation plan.

skill

#### Game Tuning Workbench

Build a concept-specific, creator-facing game tuning workbench that exposes only meaningful camera, lighting, control, movement, difficulty, UI, VFX, audio, or other project parameters; previews candidates; and exports a versioned, validated draft settings package for specialist review and engine-specific application. Use only when the requested deliverable is an interactive tuning panel, visual variant workbench, or agent-readable settings handoff, not for ordinary tuning advice. Prefer an existing engine inspector or the smallest project-local tool. Do not use to choose or approve design values, create player-facing settings, deliver live configuration, prove performance or release quality, or build a new game engine by default.

skill

#### Game Development Retrospective

Extract evidence-backed, product-neutral lessons from game-development milestones, design discussions, prototypes, implementations, playtests, incidents, releases, and postmortems; separate project handoff facts from reusable guidance; route validated lessons into the smallest appropriate agent, skill, resource, or registry change; and verify authorized kit updates. Use after meaningful game-production iterations, when maintaining a durable handoff or learning log, or when asked to improve shared game-development agents or skills from project experience. Do not use for ordinary status summaries or playtest-feedback triage alone.

skill

#### Game Quality Gauntlet

Run a Gauntlet Loop for game production by decomposing an ambitious playable goal into judgeable workstreams, pairing builders with fresh-context critics, comparing real artifacts against explicit references or metrics, integrating coupled systems, and iterating within a defined budget. Use only when the owner asks for a multi-round build-and-critique loop, meaning a major visual or gameplay polish push or a multi-system quality push where one pass is not enough. It is not a stage gate (game-review is the slice gate, release-gate the release gate); use a focused skill instead for one bug, audit, balance question, or regression check.

skill

#### Game Release Regression Check

Plan and execute a risk-based regression pass on a candidate game release across gameplay, saves, UI, input, audio, performance, platform SDKs, packaging, and upgrades. Use for the regression pass on its own (after an engine or SDK change, to validate a hotfix, or when the owner asks for a regression check by name). For the ship decision on a whole game use release-gate, which runs this method as one step.

skill

#### Non-Slop

Make a browser or mobile game look hand-crafted and feel alive instead of AI-generated.

Make a browser or mobile game look hand-crafted and feel alive instead of AI-generated. Before building, lock an identity (shape language, material, palette story, signature moment) and decide the look from a mockup sheet; after building, run a scored audit with measured checks (contrast, colour-blind and greyscale distinctness, 10 px icons, squint test, motion, sound, haptics) and fix in a separate copy. Use when the user asks for a non-slop, hand-crafted or less generic look, says a game, HUD, theme or icon set looks like slop, generic, samey or muddy, or wants a measured identity and craft pass before or after building; not for one feel problem such as flat or unresponsive input feedback (game-feel-designer agent), the lasting art bible (game-art-director agent), rendering store art (store-art-from-game-art), seasonal copies (seasonal-theme-variant), or rules, economy and balance.

skill

#### Stage Ladder

Use at the start of any game build, review, audit, measurement or release request, and whenever the amount of testing is in question. Sets the project's stage (prototype, slice or release), detects it automatically or asks one question, and fixes how much each phase and each gate should run, so early work stays fast and the thorough testing happens once, on the whole game, near release.

skill

#### Game Review

Use at the slice gate or whenever the owner asks for a review of the whole game.

Use at the slice gate or whenever the owner asks for a review of the whole game. One combined pass over the core loop, the first session, UI and UX at two viewports, ad placement and feel ideas, ending in one ranked report; it replaces running those reviews one by one and escalates to the specialist skills only for what it flags.

skill

#### Release Gate

Use when a candidate is about to ship or the owner asks for a release check, readiness or sign-off.

Use when a candidate is about to ship or the owner asks for a release check, readiness or sign-off. One whole-game gate (a risk-sized regression, portal readiness once per target, a performance smoke with a campaign only where it flags, a real-device check, one independent critic and one background soak) ending in a GO, CONDITIONAL GO or NO-GO decision; it replaces running separate release checks. A request for a regression pass alone (a hotfix, an engine or SDK change, a request to run the full regression) goes to game-release-regression-check and leaves the stage alone.

skill

#### Game Producer

Use when starting or driving a game build end to end, or when the owner asks to build a game or continue the build. Sequences plan, build, the stage's gate pass and fixes; owns GAME.md and the ledger; detects the stage and proposes promotions; fans out independent work; reports actual against budget.

skill

#### Testable by Design

Use when building or changing a game so that tests, bot studies, soaks and balance checks can run at many times real time instead of by real play, and when a review or measurement is slow because a round can only be played in real time. Makes the simulation deterministic and steppable (seeded random numbers, a fixed timestep, a test hook) and ships a bot runner and a stopping rule so a study ends when its numbers are tight enough.

command

#### Build Game

Build or continue a game as the producer, stage by stage, with cheap checks and one gate pass.

Build or continue a game as the producer, stage by stage, with cheap checks and one gate pass

command

#### Review Game

Run the one combined review of the whole game at its current stage.

Run the one combined review of the whole game at its current stage

command

#### Stage

Show the project's stage and why, or set it by hand (rarely needed).

Show the project's stage and why, or set it by hand (rarely needed)

Showing 9 of 60

One team, the whole production loop

### Make it better. Know when it’s ready.

1 Find it

#### Find the cause before changing the code.

Audit Unity projects, trace scene and prefab dependencies, isolate failures, and profile measured Unity or browser bottlenecks.

2 Feel it

#### Improve what players actually experience.

Turn playtests and telemetry into better onboarding, core loops, difficulty, economy, UI/UX, responsive input and game feel.

3 Earn from it

#### Build the business without tangling the game.

Isolate portal SDKs, saves, ads, IAP, analytics, remote config and experiments behind explicit game-owned boundaries.

4 Ship it

#### Turn “looks ready” into a ship decision.

Check gameplay, saves, input, audio, performance, packaging and SDK lifecycles, ending with documented release evidence.

How it works

### Three steps from checkout to specialist help.

1. 1

   #### Buy the AI Games Kit

   Checkout connects your GitHub account and grants read access to the private AI Games Kit repository. That access is your licence.
2. 2

   #### Run the installer from your project root

   The installer validates the kit and lets you install the full team or select only the agents and skills your game needs.
3. 3

   #### Work with the right specialist

   Describe the game problem. Focused workflows route focused work; the broader agents coordinate changes spanning multiple systems.

Coverage, stated plainly

### Deep where it can be. Honest where it can’t.

The kit does not pretend to know an SDK from memory. Platform work verifies current first-party documentation and stops when an engine, provider or build cannot be proven safely.

Unity — implementation, debugging, profiling, WebGL **Full**

Browser — Three.js, Phaser, PixiJS, Canvas, WebGL **Full**

Design, UI/UX, playtest and release workflows **Broad**

Unreal and Godot — dedicated implementation **Not yet**

One kit. One payment.

### The complete Games roster for $89.

#### Build, polish, publish and grow your game.

Get every agent and workflow in the live Games registry, plus future repository updates. No subscription and no licence key.

14 agents · 43 skills · 3 commands · private GitHub access · one named-user seat

Coming soon 3D models & game-ready assets — added to the same one-time purchase when they ship.

$89

one-time payment

[Get the AI Games Kit](https://buy.polar.sh/polar_cl_rb8RAXAZl7ILCnFAwdA6XIFArLAXDXvZPudFU4fKWUn)

Polar is the merchant of record. Read access is granted to the GitHub account you connect.

Before purchasing, review the [Terms](https://gameskit.ai/terms), [Privacy Notice](https://gameskit.ai/privacy), and [Refund Policy](https://gameskit.ai/refunds), together with the [Polar Buyer Terms](https://polar.sh/legal/checkout-buyer-terms).

Questions

### The things worth knowing before you buy.

**Does it work with Codex and Claude Code?**

The agent and workflow content is product-neutral and intended for both. The current installer automatically writes Claude Code’s `.claude/` structure and `CLAUDE.md`. First-class Codex installation and context merging are not available yet.

**Which engines does the AI Games Kit cover?**

Engine-specific implementation currently covers Unity and browser games: HTML5, Canvas, WebGL, Three.js, Phaser, PixiJS and Unity WebGL. Broader design and QA workflows can apply elsewhere when evidence permits, but this release does not claim dedicated Unreal or Godot implementation.

**Can it publish to web-game portals?**

It includes focused workflows for Poki, CrazyGames, GameDistribution, YouTube Playables and Wavedash, plus a shared multi-portal architecture workflow. Each integration still verifies the current official SDK and portal requirements before changing a project.

**Does it handle monetization and analytics?**

Yes. The roster covers IAP lifecycles, ad formats and placement policy, provider-neutral adapters, remote configuration, analytics events, staged rollouts and experiment mechanics. Sensitive dashboards and live rollouts remain under your authorization.

**Are the 3D models and assets included yet?**

Not yet — they are on the roadmap, not part of today’s catalogue. When they ship they are added to the same private kit repository and covered by the same one-time purchase, like every future kit update.

**What happens to files I have already changed?**

The installer leaves modified installed files untouched and reports the conflict. Your `CLAUDE.md` is backed up before its managed block is changed.

**What do I own?**

A licence delivered through read access to the private AI Games Kit repository, with the right to use and modify its content in your own projects, including commercial games. You cannot resell, republish, or share access to the kit itself. See the [Terms](https://gameskit.ai/terms) for the full licence.

On the roadmap

### Coming soon: 3D models & game-ready assets.

Coming soon

The next planned addition to the AI Games Kit: 3D models and game-ready assets for prototyping and shipping. When they land in the kit repository they are covered by the same one-time purchase — every buyer gets future kit updates at no extra cost.

A roadmap item, not a release date — it ships when it’s good.

From the field guide

### Practical steps for your next game.

Checklists and focused workflows for building, testing and releasing Unity and browser games.

publishing

#### [Triage a Game Regression After Release](https://gameskit.ai/blog/game-post-release-regression-triage)

Turn a post-release game bug into a reproducible incident with version evidence, player-impact priorities, a bounded fix, and recovery checks.

[Read the guide](https://gameskit.ai/blog/game-post-release-regression-triage)

publishing

#### [A CrazyGames Preflight for the Right Launch Stage](https://gameskit.ai/blog/crazygames-launch-preflight)

Build a CrazyGames release checklist around the correct launch stage, tested export, platform preview, and concrete evidence for unresolved integration risks.

[Read the guide](https://gameskit.ai/blog/crazygames-launch-preflight)

publishing

#### [Prepare a Poki Build With a Submission Preflight](https://gameskit.ai/blog/poki-game-submission-preflight)

Prepare a specific Poki candidate build with current requirements, Inspector evidence, lifecycle checks, and a clear release decision without guessed SDK calls.

[Read the guide](https://gameskit.ai/blog/poki-game-submission-preflight)

[All game-development guides](https://gameskit.ai/blog)

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Markdown version of https://gameskit.ai/, from AI Games Kit (https://gameskit.ai). Site index: https://gameskit.ai/llms.txt · Full text: https://gameskit.ai/llms-full.txt · AI usage policy: https://gameskit.ai/ai.txt
