From gamestack
The platform router for the gamestack framework. Use when a game's design is ready to implement, when the target engine is chosen or needs choosing, or when handing off a spec to engine code — "build this in Godot/Unity/Unreal/Three.js", "which engine", "now implement it", "wire the design to code". Routes design phases to gamestack's foundation skills and implementation to the matching engine pack (godot, unreal, unity). Engine-agnostic itself; it decides where work goes.
How this skill is triggered — by the user, by Claude, or both
Slash command
/gamestack:engine-routerThe summary Claude sees in its skill listing — used to decide when to auto-load this skill
!`cat "${CLAUDE_PLUGIN_ROOT}/shared/PREAMBLE.md"; echo; cat "${CLAUDE_PLUGIN_ROOT}/ETHOS.md"`
!cat "${CLAUDE_PLUGIN_ROOT}/shared/PREAMBLE.md"; echo; cat "${CLAUDE_PLUGIN_ROOT}/ETHOS.md"
FALLBACK: if the line above rendered literally or empty (
disableSkillShellExecution), Read${CLAUDE_PLUGIN_ROOT}/shared/PREAMBLE.mdand${CLAUDE_PLUGIN_ROOT}/ETHOS.mdnow and follow PREAMBLE.md as instructions, then continue.
gamestack splits a game into two jobs: the design brain (engine-agnostic, first-party) and the engine hands (per-platform, the curated engine packs). This skill is the design→engine handoff — it consumes the finished design bible and sends implementation to whichever engine pack owns the target platform. It does not sequence design phases (that is game-design-process); it only routes a ready design to code.
The preamble has already detected the engine and loaded ${CLAUDE_PLUGIN_ROOT}/overlays/<engine>.md — that overlay holds the spec→pack-skill mapping for this target. Use it as the translation table below.
Node/Actor/THREE.Scene while still deciding what interesting decision a system creates, stop — that's a foundation question (game-design-fundamentals).| Phase / question | Layer | Skill to pull |
|---|---|---|
| Concept, pillars, core loop, "is this an interesting decision?" | Foundation (design) | game-design-fundamentals |
| World structure, navigation, spatial pacing | Foundation (design) | open-world-design |
| Generating + reviewing content without sameness | Foundation (design) | procedural-generation, procgen-review |
| Combat & game feel (juice, telegraphing, encounters) | Foundation (design) | combat-design |
| Sequencing the whole design end to end | Foundation (process) | game-design-process |
| Implement in Godot 4.x (GDScript, systems, optimization, export) | Engine hands | godot pack (/plugin install godot@gamestack) |
| Implement in Unreal (C++ gameplay framework, rendering, networking) | Engine hands | unreal pack (/plugin install unreal@gamestack) |
| Debug a Unity build (logging, runtime commands, watching) | Engine hands | unity-jahro pack (/plugin install unity-jahro@gamestack) |
| Implement in Unity (general authoring) | Engine hands | ⬜ roadmap — no curated pack yet; use general C#/Unity knowledge + the foundation specs |
| Implement in Three.js / web | Engine hands | ⬜ roadmap — no curated pack yet; use the foundation specs + general Three.js knowledge |
./.gamestack/bible/engine. Don't guess silently../.gamestack/bible/). If it's empty or missing, route back to game-design-process first — don't improvise design inside engine code.systems.md / world.md entry maps to a named engine-pack skill. Design intent is fixed; only the implementation is engine-specific.The spec is engine-independent; the code is engine-specific. This skill is the only place the two meet. Cross-contaminate them and you'll be redoing design work in every engine you port to.
End with a completion status per the preamble protocol: DONE (engine confirmed, pack installed, spec→skill mapping handed off) / DONE_WITH_CONCERNS (e.g. a roadmap-gap engine) / BLOCKED / NEEDS_CONTEXT (e.g. empty bible — route back to game-design-process).
npx claudepluginhub rondorkerin/gamestack --plugin gamestackGuides completion of development work by verifying tests, detecting environment, and presenting structured options for merge, PR, or cleanup.
Enforces test-driven development: write failing test first, then minimal code to pass. Use when implementing features or bugfixes.
Guides creation and editing of skills using test-driven development with pressure scenarios and subagents to verify agent compliance.