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Skill

/setup-engine

Configure the project's game engine and version. Pins the engine in CLAUDE.md, detects knowledge gaps, and populates engine reference docs via WebSearch when the version is beyond the LLM's training data.

From plugin
claude-code-game-studios
25k73 skills49 agents
Install
$ npx -y skills add Donchitos/Claude-Code-Game-Studios --skill setup-engine --agent claude-code

How it fires

How this skill gets triggered: by you, by Claude, or both.

  • Fires itselfAuto-invocation. Claude auto-loads it when your prompt matches the work.Auto-invocation is when the right skill fires by itself at the right moment, driven by a FLOW.md router and a hook, instead of you invoking it by name. It is the difference between a skill being installed and a skill actually getting used.Read the full definition →
  • You can call itInvoke it directly when you want it.
  • Slash command/setup-engine

Context preview

The summary Claude sees to decide when to auto-load this skill.

Configure the project's game engine and version. Pins the engine in CLAUDE.md, detects knowledge gaps, and populates engine reference docs via WebSearch when the version is beyond the LLM's training data.

SKILL.md

setup-engine.SKILL.md
name: setup-engine
description: "Configure the project's game engine and version. Pins the engine in CLAUDE.md, detects knowledge gaps, and populates engine reference docs via WebSearch when the version is beyond the LLM's training data."
argument-hint: "[engine] | [engine version] | refresh | upgrade [old-version] [new-version] | no args for guided selection"
user-invocable: true
allowed-tools: Read, Glob, Grep, Write, Edit, WebSearch, WebFetch, Task, AskUserQuestion
model: sonnet

When this skill is invoked:

1. Parse Arguments

Four modes:

  • **Full spec**: `/setup-engine godot 4.6` — engine and version provided
  • **Engine only**: `/setup-engine unity` — engine provided, version will be looked up
  • **No args**: `/setup-engine` — fully guided mode (engine recommendation + version)
  • **Refresh**: `/setup-engine refresh` — update reference docs (see Section 10)
  • **Upgrade**: `/setup-engine upgrade [old-version] [new-version]` — migrate to a new engine version (see Section 11)

---

2. Guided Mode (No Arguments)

If no engine is specified, run an interactive engine selection process:

Check for existing game concept

  • Read `design/gdd/game-concept.md` if it exists — extract genre, scope, platform

targets, art style, team size, and any engine recommendation from `/brainstorm`

  • If no concept exists, inform the user:

> "No game concept found. Consider running `/brainstorm` first to discover what > you want to build — it will also recommend an engine. Or tell me about your > game and I can help you pick."

If the user wants to pick without a concept, ask in this order:

**Question 1 — Prior experience** (ask this first, always, via `AskUserQuestion`):

  • Prompt: "Have you worked in any of these engines before?"
  • Options: `Godot` / `Unity` / `Unreal Engine 5` / `Multiple — I'll explain` / `None of them`
  • If they pick a specific engine → recommend that engine. Prior experience outweighs all other factors. Confirm with them and skip the matrix.
  • If "None" or "Multiple" → continue to the questions below.

**Questions 2-6 — Decision matrix inputs** (only if no prior engine experience):

**Question 2 — Target platform** (ask this second, always, via `AskUserQuestion` — platform eliminates or heavily weights engines before any other factor):

  • Prompt: "What platforms are you targeting for this game?"
  • Options: `PC (Steam / Epic)` / `Mobile (iOS / Android)` / `Console` / `Web / Browser` / `Multiple platforms`
  • Platform rules that feed directly into the recommendation:
  • Mobile → Unity strongly preferred; Unreal is a poor fit; Godot is viable for simple mobile
  • Console → Unity or Unreal; Godot console support requires third-party publishers or significant extra work
  • Web → Godot exports cleanly to web; Unity WebGL is functional; Unreal has poor web support
  • PC only → all engines viable; other factors decide
  • Multiple → Unity is the most portable across PC/mobile/console

1. **What kind of game?** (2D, 3D, or both?) 2. **Primary input method?** (keyboard/mouse, gamepad, touch, or mixed?) 3. **Team size and experience?** (solo beginner, solo experienced, small team?) 4. **Any strong language preferences?** (GDScript, C#, C++, visual scripting?) 5. **Budget for engine licensing?** (free only, or commercial licenses OK?)

Produce a recommendation

Do NOT use a simple scoring matrix that eliminates engines. Instead, reason through the user's profile against the honest tradeoffs below, then present 1-2 recommendations with full context. Always end with the user choosing — never force a verdict.

**Engine honest tradeoffs:**

**Godot 4**

  • Genuine strengths: 2D (best in class), stylized/indie 3D, rapid iteration, free forever (MIT), open source, gentlest learning curve, best for solo devs who want full control
  • Real limitations: 3D ecosystem is thin compared to Unity/Unreal (fewer tutorials, assets, community answers for 3D-specific problems); large open-world 3D is very hard and largely untested in Godot; console export requires third-party publishers or significant extra work; smaller professional job market
  • Licensing reality: Truly free with no revenue thresholds ever. MIT license means you own everything.
  • Best fit: 2D games of any scope; stylized/atmospheric 3D; contained 3D worlds (not open-world); first game projects where learning curve matters; projects where budget is a hard constraint at any scale

**Unity**

  • Genuine strengths: Industry standard for mid-scope 3D and mobile; massive asset store and tutorial ecosystem; C# is a professional language; best console certification support for indie; strong community for almost every genre
  • Real limitations: Licensing controversy in 2023 damaged trust (runtime fee was proposed then walked back — the risk of policy changes remains real); C# has a steeper initial curve than GDScript; heavier editor than Godot for simple projects
  • Licensing reality: Free under $200K revenue AND 200K installs (Unity Personal/Plus). Only becomes costly if the game is genuinely successful — most indie games never hit this threshold. The 2023 controversy is worth knowing about but the actual current terms are reasonable for most indie developers.
  • Best fit: Mobile games; mid-scope 3D; games targeting console; developers with C# background; projects needing large asset store; teams of 2-5

**Unreal Engine 5**

  • Genuine strengths: Best-in-class 3D visuals (Lumen, Nanite, Chaos physics); industry standard for AAA and photorealistic 3D; large open-world support is mature and production-tested; Blueprint visual scripting lowers C++ barrier; strong for games targeting high-end PC or console
  • Real limitations: Steepest learning curve; heaviest editor (slow compile times, large project sizes); overkill for stylized/2D/small-scope games; C++ is genuinely hard; not suitable for mobile or web; 5% royalty past $1M gross revenue
  • Licensing reality: 5% royalty only applies AFTER $1M gross revenue per title. For a first game or an
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