Skills for Real Engineers. Straight from my .agents directory.
game-ai
Agent skill fromgamedev-skills/awesome-gamedev-agent-skills
Design NPC and enemy decision-making with finite state machines, behavior trees, steering behaviors, and A* pathfinding — engine-neutral algorithms that pair with the detected engine's navigation API. Use when building enemy AI, an FSM or behavior tree, steering/flocking, or pathfinding, or when the user mentions state machine, behavior tree, blackboard, A*, navmesh, seek, or patrol/chase.
How to install game-ai
npx skills add gamedev-skills/awesome-gamedev-agent-skills# or add only this skill to Claude Code: copy the folder
skills/disciplines/game-ai/
# into
~/.claude/skills/game-ai/ (all projects)
.claude/skills/game-ai/ (one project)
1# Game AI: decisions, steering, and pathfinding23Build believable NPC behavior from three separable layers: **decide** (what to4do), **steer** (how to move there), and **path** (how to route around the map).5Keep them decoupled — a behavior tree picks a target, the pathfinder produces6waypoints, steering follows them. This skill teaches the engine-neutral7algorithms; bind them to your engine via the related skills below.89## When to use1011- Use when implementing enemy/NPC logic: patrols, chase/flee, guard states,12 group movement, or "find a path to the player".13- Use to choose between an **FSM** (few clear states), a **behavior tree** (many14 reactive behaviors with priorities), or **steering** (smooth local movement).15- Use when integrating pathfinding: A* on a grid/graph, or driving an engine16 navmesh agent.1718**When *not* to use:** for the engine's concrete navmesh/agent API and baking,19use `unity-navmesh`, `unreal-behavior-trees`, or Godot's `NavigationAgent2D/3D`20(see that engine skill). For movement/collision feel, use `physics-tuning`. For21spawning waves along lanes, see the `tower-defense` genre skill.2223## Core workflow24251. **Pick the decision model by complexity.** 2–5 states with obvious26 transitions → FSM. Many behaviors, priorities, interruption, reuse → behavior27 tree. Continuous "how strongly do I want each option" → utility scoring.282. **Separate decision from motion.** The decision layer outputs an *intent*29…
Excerpt shown under the repository's Apache-2.0 license.
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