game-tools-workflows

Game development tools, asset pipelines, version control, build systems, and team development workflows for efficient production.

Safety Notice

This listing is imported from skills.sh public index metadata. Review upstream SKILL.md and repository scripts before running.

Copy this and send it to your AI assistant to learn

Install skill "game-tools-workflows" with this command: npx skills add pluginagentmarketplace/custom-plugin-game-developer/pluginagentmarketplace-custom-plugin-game-developer-game-tools-workflows

Game Development Tools & Workflows

Development Tool Stack

┌─────────────────────────────────────────────────────────────┐
│                    GAME DEV TOOL STACK                       │
├─────────────────────────────────────────────────────────────┤
│  ENGINE: Unity / Unreal / Godot                             │
│                                                              │
│  IDE: Visual Studio / Rider / VS Code                       │
│                                                              │
│  VERSION CONTROL:                                            │
│  Git + LFS (indie) / Perforce (large teams)                │
│                                                              │
│  ART TOOLS:                                                  │
│  Blender / Maya / Substance Painter / Photoshop            │
│                                                              │
│  AUDIO:                                                      │
│  Wwise / FMOD / Reaper / Audacity                          │
│                                                              │
│  PROJECT MANAGEMENT:                                         │
│  Jira / Notion / Trello / Linear                            │
│                                                              │
│  COMMUNICATION:                                              │
│  Slack / Discord / Teams                                    │
└─────────────────────────────────────────────────────────────┘

Git Workflow for Games

GIT BRANCHING STRATEGY:
┌─────────────────────────────────────────────────────────────┐
│                                                              │
│  main ─────●─────────●─────────●─────────● (releases)      │
│             ↑         ↑         ↑         ↑                 │
│  develop ──●──●──●───●──●──●───●──●──●───● (integration)   │
│             ↑  ↑      ↑  ↑                                  │
│  feature/X─●──●      ●──●                                   │
│                                                              │
│  BRANCH TYPES:                                               │
│  main:       Production releases only                       │
│  develop:    Integration branch, daily builds               │
│  feature/*:  New features, short-lived                      │
│  fix/*:      Bug fixes                                      │
│  release/*:  Release preparation                            │
└─────────────────────────────────────────────────────────────┘

GIT LFS CONFIGURATION:
┌─────────────────────────────────────────────────────────────┐
│  .gitattributes:                                             │
│  *.psd filter=lfs diff=lfs merge=lfs -text                 │
│  *.fbx filter=lfs diff=lfs merge=lfs -text                 │
│  *.wav filter=lfs diff=lfs merge=lfs -text                 │
│  *.mp3 filter=lfs diff=lfs merge=lfs -text                 │
│  *.png filter=lfs diff=lfs merge=lfs -text                 │
│  *.tga filter=lfs diff=lfs merge=lfs -text                 │
│  *.zip filter=lfs diff=lfs merge=lfs -text                 │
└─────────────────────────────────────────────────────────────┘

Commit Convention

COMMIT MESSAGE FORMAT:
┌─────────────────────────────────────────────────────────────┐
│  PREFIX: Description (max 50 chars)                         │
│                                                              │
│  PREFIXES:                                                   │
│  feat:     New feature                                      │
│  fix:      Bug fix                                          │
│  art:      Art/visual changes                               │
│  audio:    Sound/music changes                              │
│  level:    Level design changes                             │
│  refactor: Code restructuring                               │
│  perf:     Performance improvements                         │
│  test:     Test additions/changes                           │
│  ci:       CI/CD changes                                    │
│  docs:     Documentation                                    │
│                                                              │
│  EXAMPLES:                                                   │
│  feat: Add double jump ability                              │
│  fix: Resolve player falling through floor                  │
│  art: Update hero character textures                        │
│  perf: Optimize enemy spawning system                       │
└─────────────────────────────────────────────────────────────┘

Build Automation

# ✅ Production-Ready: Build Script
import subprocess
import os
from datetime import datetime

class GameBuilder:
    def __init__(self, project_path: str, unity_path: str):
        self.project_path = project_path
        self.unity_path = unity_path
        self.build_number = self._get_build_number()

    def build(self, platform: str, config: str = "Release"):
        build_path = f"Builds/{platform}/{self.build_number}"

        args = [
            self.unity_path,
            "-quit",
            "-batchmode",
            "-projectPath", self.project_path,
            "-executeMethod", "BuildScript.Build",
            f"-buildTarget", platform,
            f"-buildPath", build_path,
            f"-buildConfig", config,
            "-logFile", f"Logs/build_{platform}.log"
        ]

        result = subprocess.run(args, capture_output=True)

        if result.returncode != 0:
            raise Exception(f"Build failed: {result.stderr}")

        return build_path

    def _get_build_number(self) -> str:
        return datetime.now().strftime("%Y%m%d.%H%M")

Team Workflow

AGILE SPRINT WORKFLOW:
┌─────────────────────────────────────────────────────────────┐
│  DAY 1: Sprint Planning                                      │
│  • Review backlog                                           │
│  • Commit to sprint goals                                   │
│  • Break into tasks                                         │
├─────────────────────────────────────────────────────────────┤
│  DAILY: Standup (15 min)                                    │
│  • What did you do?                                         │
│  • What will you do?                                        │
│  • Any blockers?                                            │
├─────────────────────────────────────────────────────────────┤
│  CONTINUOUS: Development                                    │
│  • Work on tasks                                            │
│  • Daily builds/tests                                       │
│  • Code reviews                                             │
├─────────────────────────────────────────────────────────────┤
│  PLAYTEST: Mid-sprint                                       │
│  • Team plays current build                                 │
│  • Gather feedback                                          │
│  • Adjust priorities                                        │
├─────────────────────────────────────────────────────────────┤
│  END: Sprint Review + Retro                                 │
│  • Demo completed work                                      │
│  • What went well/poorly?                                   │
│  • Improvements for next sprint                             │
└─────────────────────────────────────────────────────────────┘

🔧 Troubleshooting

┌─────────────────────────────────────────────────────────────┐
│ PROBLEM: Merge conflicts in scene files                     │
├─────────────────────────────────────────────────────────────┤
│ SOLUTIONS:                                                   │
│ → Use prefabs instead of scene objects                      │
│ → Smart merge tools (Unity Smart Merge)                     │
│ → Coordinate who works on which scenes                      │
│ → Use scene additivity                                      │
└─────────────────────────────────────────────────────────────┘

┌─────────────────────────────────────────────────────────────┐
│ PROBLEM: Repository growing too large                       │
├─────────────────────────────────────────────────────────────┤
│ SOLUTIONS:                                                   │
│ → Configure Git LFS properly                                │
│ → Clean up old branches                                     │
│ → Don't commit generated files (Library/)                   │
│ → Use .gitignore templates for game engines                │
└─────────────────────────────────────────────────────────────┘

┌─────────────────────────────────────────────────────────────┐
│ PROBLEM: Builds breaking frequently                         │
├─────────────────────────────────────────────────────────────┤
│ SOLUTIONS:                                                   │
│ → Add CI build on every PR                                  │
│ → Implement smoke tests                                     │
│ → Require passing builds before merge                       │
│ → Add pre-commit hooks for validation                       │
└─────────────────────────────────────────────────────────────┘

Essential .gitignore

# Unity
Library/
Temp/
Obj/
Build/
*.csproj
*.unityproj
*.sln

# Unreal
Intermediate/
Saved/
DerivedDataCache/
*.sln

# Common
*.log
*.tmp
.DS_Store
Thumbs.db

Use this skill: When setting up pipelines, managing assets, or automating builds.

Source Transparency

This detail page is rendered from real SKILL.md content. Trust labels are metadata-based hints, not a safety guarantee.

Related Skills

Related by shared tags or category signals.

Coding

game-design-theory

No summary provided by upstream source.

Repository SourceNeeds Review
Coding

level-design

No summary provided by upstream source.

Repository SourceNeeds Review
Coding

gameplay-mechanics

No summary provided by upstream source.

Repository SourceNeeds Review