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- Custom Plugin Game Developer
- Game Tools Workflows
game-tools-workflows_skill
- Python
13
GitHub Stars
1
Bundled Files
2 months ago
Catalog Refreshed
4 months ago
First Indexed
Readme & install
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Installation
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npx veilstrat add skill pluginagentmarketplace/custom-plugin-game-developer --skill game-tools-workflows- SKILL.md13.5 KB
Overview
This skill provides practical guidance and ready patterns for game development tools, asset pipelines, version control, build automation, and team workflows. It focuses on engine-specific recommendations (Unity, Unreal, Godot) and common tooling choices to speed up production. The content helps teams standardize branching, commits, builds, and sprint processes for reliable delivery.
How this skill works
The skill inspects typical game dev stacks and recommends concrete configurations: Git + LFS or Perforce for large repos, IDE and art/audio tool choices, and .gitattributes/.gitignore best practices. It outlines a branching strategy (main/develop/feature), commit prefixes, and a production-ready build script pattern you can adapt. It also captures sprint workflows, playtest cadence, and common troubleshooting steps for merges, repo size, and flaky builds.
When to use it
- Setting up a new game project repository and CI/CD pipeline
- Standardizing team workflows across engines or studios
- Configuring Git LFS, large binary handling, and .gitattributes
- Automating daily builds, release builds, and build numbering
- Reducing merge conflicts for scenes and large assets
Best practices
- Use Git LFS for art/audio assets; choose Perforce for very large teams
- Keep main reserved for production releases and use develop for integration
- Adopt short-lived feature branches with clear commit prefixes (feat/fix/art/etc.)
- Add CI on every PR, require passing builds, and include smoke tests
- Avoid committing generated engine folders (Library/, Intermediate/) and use .gitignore
Example use cases
- Implementing a Unity build server that creates timestamped builds per platform
- Setting up .gitattributes to ensure PSD/FBX/WAV go to LFS and avoid bloated Git history
- Creating a sprint routine with mid-sprint playtests to validate gameplay changes
- Resolving scene merge conflicts by using prefabs and Unity Smart Merge
- Adding pre-commit validation hooks to prevent committing large generated files
FAQ
Use Perforce when your team is large and asset concurrency is high; Git LFS is simpler for indie teams and smaller studios.
How do I reduce frequent build breaks?
Add CI on every PR, require passing builds before merge, implement smoke tests, and use pre-commit hooks to validate changes.