Documentation Index Fetch the complete documentation index at: https://docs.summerengine.com/llms.txt
Use this file to discover all available pages before exploring further.
What Are Skills?
Skills are best-practice guides that make AI agents better at game development. Each skill is a Markdown file (a SKILL.md) that teaches the agent a specific discipline: how to compose a scene, build an FPS controller, generate a character model, set up multiplayer, or debug a crash. When the situation matches, the agent loads the skill and follows it.
The library ships with the Summer CLI and covers 20 categories spanning the whole game-dev workflow. Skills follow the Agent Skills open standard, so they work with Claude Code, Cursor, Codex, Gemini CLI, GitHub Copilot, OpenCode, and other compatible agents.
Quick Start
The recommended skill set installs automatically when you onboard an agent:
npx -y summer-engine@latest setup claude-code --yes
Or manage skills directly:
# List available skills
summer skills list
# Install the recommended set for an agent
summer skills install --recommended --agent claude-code
# Install one skill
summer skills install fps-controller --agent cursor
# Install every skill
summer skills install --all --agent claude-code
# Preview a skill
summer skills info debug
Categories
The library is organized into 20 categories. Recommended skills install by default; the rest are available on demand.
Workflow
Process disciplines that shape how the agent approaches a task before it touches code.
Skill Use when brainstorming Starting a new game, mechanic, or feature; exploring intent and scope first investigating-bugs A first fix did not stick and you need root-cause analysis verification-before-completion About to claim a feature is done; forces a real check first playtesting-a-feature A gameplay feature is finished and needs a golden-path and edge-case playthrough writing-plans A multi-step spec needs a written plan with checkpoints dispatching-parallel-agents Two or more independent tasks can run in parallel writing-skills Authoring a new Summer skill debugging-game-feel Tuning feel (“the jump feels floaty”) one variable at a time diagnosing-perf-regressions FPS dropped after a change and you need to bisect the cause
Scene and Project
Skill Use when make-game Building a narrow playable prototype from requirements end to end brainstorm-game Turning “I want to make a game” into a one-page brief at .summer/GameSoul.md new-project Starting a blank project (picks empty vs 3d-basic, opens the engine) browse-templates Choosing a community template to start from scene-composition Building scenes, organizing nodes, creating reusable prefabs play Running the game from a clean state and reporting whether it runs cleanly
Scripting Patterns
Skill Use when gdscript-patterns Writing GDScript: type hints, signals, exports, lifecycle methods
Character Controllers
Skill Use when fps-controller Building a first-person CharacterBody3D with movement, camera, and input
Gameplay Mechanics
Skill Use when design-mechanic Designing a mechanic end to end: input, response, feedback, depth
Level Design
Skill Use when design-level Designing a level as a paced encounter, then producing a node-tree skeleton
Rendering and Lighting
Skill Use when 3d-lighting Setting up sun, fill, WorldEnvironment, sky, and shadows art-direction Defining art direction and writing the art bible to .summer/art-bible.md
UI and UX
Skill Use when ui-basics Building menus, HUDs, health bars, and responsive layout
Asset Pipeline
Skill Use when asset-strategy Choosing between library, generated, or primitive assets for a level
2D Assets
Skill Use when concept-art Producing variant concept-art prompts on a locked style anchor character-portrait A final character bust for dialogue UI pixel-art Pixel-art icons and sprites with nearest-neighbor filtering ui-graphics Flat-design UI icon sets and atlases tileable-texture Seamless textures for materials sprite-sheet Multi-frame sprite animations and SpriteFrames resources skybox-panorama Equirectangular skybox panoramas
3D Assets
Skill Use when prop-model A single prop via the image-to-3D pipeline character-model A character: T-pose reference, gated rig pass, CharacterBody3D wiring environment-kit A modular kit of consistent environment pieces vehicle-model Hard-surface vehicles organic-model Organic shapes with emission and instancing
Animation
Skill Use when generate-motion Adding a curated mocap clip to a rigged character retarget Retargeting an existing clip onto a different skeleton animation-tree Building an AnimationTree with blend spaces driven by speed procedural-animation Foot IK and other procedural skeleton modifications facial-and-lipsync Lip-sync and blend-shape facial animation from a voice line
Audio
Skill Use when audio-direction Defining audio direction and the bus layout in .summer/audio-bible.md sound-effect A single SFX wired to an AudioStreamPlayer3D music-track A looping music track on the Music bus ambient-bed Loop-clean ambience on the Ambient bus voice-line Character dialogue via TTS with a matching voice adaptive-music Layered music that responds to combat state
Video
Skill Use when cinematic-cutscene A short cutscene wired to a VideoStreamPlayer trailer-shot A premium hero shot for a trailer animated-loop A loop-clean backdrop clip for a title screen
Visual Effects
Skill Use when game-feel Adding visible juice to flat combat: hit flash, screen shake, particles fire A torch flame via GPUParticles3D and a custom shader muzzle-flash A one-shot muzzle flash on a weapon water-ripple Interactive water ripples lightning A lightning strike effect with camera shake dissolve A dissolve-on-death shader effect smoke Smoke particles with wind hit-spark Sparks oriented to a surface normal on impact magic-glow A pulsing magical glow with light and motes
AI and NPCs
Skill Use when design-npc A patrol-and-chase enemy with perception, decision logic, and tells
Multiplayer and Networking
Skill Use when setup-multiplayer Co-op LAN multiplayer with MultiplayerAPI, Spawner, Synchronizer, and ENet peer-to-peer-multiplayer A four-layer P2P architecture with prediction and interpolation host-authoritative-state A state-ownership audit and the canonical Manager pattern
Skill Use when tune-performance Profiling a slow scene, finding the hotspot, and verifying the fix moved the metric
Debugging
Skill Use when debug Triaging a runtime crash end to end: read errors, locate code, fix, verify
Deployment
Skill Use when export-and-ship Running the Steam pre-flight checklist across Windows, Mac, and Linux
For AI Agents
Most agents discover skills automatically once summer setup <agent> --yes has installed them. The agent loads the relevant SKILL.md when the situation matches, then follows its scene structure, value formats, and tool calls. Skills reference the MCP tools (summer_add_node, summer_set_prop, summer_generate_3d, etc.) and engine value formats (Vector3(0, 10, 0), Color(1, 0.5, 0, 1)).
Next Steps
CLI Reference All CLI commands including skills
Building a Game Step-by-step MCP workflow for AI agents
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