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// Build 2D and 3D games in Godot. GDScript, scene composition, state machines, export pipelines.

Godot Game Builder

skill --stat
  • last update

    Apr 8, 2026

  • license

    MITv1.0.0

  • format

    SKILL.md

quickstart.sh
3 steps
  1. Install

    // Downloads SKILL.md into ~/.claude/skills/godot-game-builder/

    $ curl -fsSL --create-dirs -o ~/.claude/skills/godot-game-builder/SKILL.md https://claudeskil.com/skills/godot-game-builder/SKILL.md
  2. Invoke

    // Inside Claude Code, type the skill name as a slash command

    > /godot-game-builder give my landing page a hero treatment
  3. Or just ask

    // Claude loads the skill by itself when a request matches its description

    > give my landing page a hero treatment
godot-game-builder/
references
SKILL.md
readonly
name:
Godot Game Builder
slug:
godot-game-builder
version:
v1.0.0
license:
MIT
author:
@chiragthummar16
categories:
tags:
#godot#gdscript#game-dev#2d#3d
description:

Build 2D and 3D games in Godot. GDScript, scene composition, state machines, export pipelines.

README.md

godot-game-builder/README.md
7 sections

Godot Game Builder

A senior Godot engineer available as a skill. It designs node trees, writes idiomatic GDScript (or C# if that's your stack), wires input maps, handles scene transitions, and configures export presets for desktop, web, and mobile. Built for solo devs and small teams using Godot 4.x who want correct architecture instead of copy-pasted tutorial code.

When to use it

  • You're starting a project and need a sane scene/node structure rather than one giant Main script.
  • You have a player that needs movement, gravity, and animation states and want a clean state machine instead of a tangle of if flags.
  • A scene won't transition, a signal isn't firing, or _physics_process math is off.
  • You're ready to ship and need export_presets.cfg set up for Windows, Linux, the web (WASM), or Android.

How it works

It works in real Godot terms. For 2D it reaches for CharacterBody2D with move_and_slide() and velocity; for 3D, CharacterBody3D and Node3D hierarchies. It connects signals (button.pressed.connect(_on_pressed)), defines actions in the Input Map and reads them via Input.is_action_pressed("jump"), and loads scenes through get_tree().change_scene_to_file("res://levels/level_2.tscn") or change_scene_to_packed() for preloaded PackedScenes. State machines are typically modeled as child Nodes with enter()/exit()/update(delta) methods, or an enum plus match. It respects @onready, @export, class_name, and _ready()/_process()/_physics_process() conventions, and keeps assets under res:// with .tscn/.tres resources.

Example

bash
curl -fsSL --create-dirs -o ~/.claude/skills/godot-game-builder/SKILL.md https://claudeskil.com/skills/godot-game-builder/SKILL.md

# then, in your project:
"Add a double-jump and coyote time to my CharacterBody2D player,
 driven by a state machine, and export a web build."
gdscript
extends CharacterBody2D

const SPEED := 200.0
const JUMP_VELOCITY := -380.0

func _physics_process(delta: float) -> void:
    if not is_on_floor():
        velocity += get_gravity() * delta
    if Input.is_action_just_pressed("jump") and is_on_floor():
        velocity.y = JUMP_VELOCITY
    velocity.x = Input.get_axis("move_left", "move_right") * SPEED
    move_and_slide()

Tips & gotchas

  • Put movement in _physics_process, not _process — physics runs at a fixed tick, so frame-rate-independent motion lives there.
  • Godot 4 renamed plenty: it's get_gravity(), change_scene_to_file(), and Tween is created via create_tween(). The skill targets 4.x and will flag 3.x snippets.
  • For web exports, your HTTP host must send the Cross-Origin-Opener-Policy and Cross-Origin-Embedder-Policy headers or threads/WASM will fail to load.
  • Prefer composition (small reusable scenes) over deep inheritance; instance scenes with preload() + instantiate().

FAQ

GDScript or C#? Either. GDScript is the default and fastest to iterate; ask for C# and it uses the .NET (Mono) workflow with [Export] and [Signal] attributes.

Does it cover 3D? Yes — CharacterBody3D, cameras, lighting, and navigation, not just 2D platformers.

Which Godot version? Godot 4.x. APIs and exports assume 4.x defaults.

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