unity-ai-game-creator – Other skill for AI agents
Transform raw game ideas into complete Unity projects with AI-powered asset generation, scene blueprints, music/SFX prompts, and step-by-step development procedures using Unity 6+ and modern AI tools.
Install the unity-ai-game-creator skill with one command
Pick the tool you use, copy the command and paste it in your terminal. The skill lands in that tool's skills folder and is ready in your next session.
Claude Code
mkdir -p ~/.claude/skills && curl -fsSL https://skill.dn1nguoi.com/z/unity-ai-game-creator-87cee.tgz | tar xz -C ~/.claude/skills
Call it in Claude Code: /unity-ai-game-creator – then describe the task you want done.
Codex
mkdir -p ~/.codex/skills && curl -fsSL https://skill.dn1nguoi.com/z/unity-ai-game-creator-87cee.tgz | tar xz -C ~/.codex/skills
Call it in Codex: $unity-ai-game-creator – then describe the task you want done.
Hermes Agent
mkdir -p ~/.hermes/skills && curl -fsSL https://skill.dn1nguoi.com/z/unity-ai-game-creator-87cee.tgz | tar xz -C ~/.hermes/skills
Call it in Hermes Agent: /unity-ai-game-creator – then describe the task you want done.
DeepSeek
mkdir -p ~/.deepcode/skills && curl -fsSL https://skill.dn1nguoi.com/z/unity-ai-game-creator-87cee.tgz | tar xz -C ~/.deepcode/skills
Call it in DeepSeek: /unity-ai-game-creator – then describe the task you want done.
SKILL.md content
Unity AI Game Creator
Overview
This skill transforms a raw game concept into a fully structured Unity development plan with specifications for assets, scenes, music, scripts and build validation. A plan or prompt kit is not a completed Unity project or verified build. It guides the agent through a 5-phase pipeline — from extracting core game dimensions to producing ready-to-use AI prompts for every asset category — using the latest Unity 6+ features and AI tooling ecosystem. Unlike generic Unity reference skills, this skill is workflow-driven: the user provides an idea, and the agent delivers a complete, actionable game development roadmap.
When to Use This Skill
- Use when a user describes a game idea and wants a complete development plan
- Use when generating AI prompts for 3D models, textures, music, sound effects, or UI assets
- Use when setting up a new Unity project from scratch with modern architecture
- Use when creating Scene Blueprints from a concept description
- Use when building a Game Design Document (GDD) from a rough idea
- Use when leveraging Unity AI Assistant, MCP server, or external AI tools in a game workflow
- Use when planning monetization, performance budgets, or app store deployment
How It Works
Master Pipeline
Use these phases for the requested scope. Planning does not authorize paid generation, package/MCP installation, telemetry, store publication or submission; perform those only when the user authorizes the action and target.
PHASE 1: IDEATION ──▶ PHASE 2: BLUEPRINT ──▶ PHASE 3: GENERATION ──▶ PHASE 4: ASSEMBLY ──▶ PHASE 5: DEPLOYMENT
Game Brief GDD + Scenes AI Prompts + Assets Project Setup Build + Store
Genre Analysis Architecture Scripts + Audio Core Systems QA + Submit
Scope Assessment Scene Blueprints Voice + UI Polish + Juice AnalyticsPhase 1: Ideation & Deep Analysis
Extract and clarify these dimensions from the user's game idea. Ask only for what is ambiguous — infer the rest from context.
| Dimension | What to Extract | If Unclear |
|-----------|----------------|------------|
| Genre | Primary + secondary genre blend | Suggest 3 genre combinations |
| Platform | Mobile, PC, Console, WebGL, VR/AR | Recommend based on scope |
| Perspective | 2D, 2.5D, 3D, Top-down, Side-scroll, FPS, TPS | Infer from genre |
| Art Style | Realistic, Stylized, Pixel, Low-poly, Anime, Painterly | Suggest 3 options |
| Core Loop | The 30-second repeating gameplay action | Identify from description |
| Target Audience | Age range, gamer profile, platform habits | Recommend based on genre |
| Session Length | Average play session duration | Infer from platform + genre |
| Monetization | Free-to-play, Premium, Hybrid | Recommend based on platform |
| Scope | Solo dev, small team, studio | Ask if not obvious |
| Timeline | MVP in weeks, full release target | Suggest realistic milestones |
Also provide:
1. Top 3 Reference Games — What they do well, what the user can learn
2. Market Gap Hypothesis — What opportunity to research; distinguish evidence from assumptions
3. Core Differentiator — The one unique thing about this game
4. Risk Assessment — Technical and market risks with mitigations
Illustrative Scope Calibration (not delivery estimates):
| Scope | Timeline | Team Size | Feature Budget |
|-------|----------|-----------|----------------|
| Prototype | 1–2 weeks | Solo | Core loop only |
| Vertical Slice | 4–6 weeks | Solo–2 | 1 complete level + polish |
| MVP | 8–12 weeks | 2–4 | 3–5 levels + save + UI |
| Full Release | 16–24+ weeks | 3–8 | Complete content + multiplayer |
Phase 2: Blueprint & Design
Game Design Document (GDD)
Generate a structured GDD covering:
1. Executive Summary — Elevator pitch, genre, USPs
2. Gameplay — Core loop diagram, progression, abilities, win/loss, difficulty curve
3. World & Narrative — Setting, characters, level structure
4. Art Direction — Visual style, color palette (hex codes), reference descriptions, UI/UX style
5. Audio Direction — Music style per scene, SFX categories, voice needs
6. Technical Spec — Unity version, render pipeline, performance budgets, SDKs
7. Monetization Strategy — Revenue model, IAP design, ad placement
8. Development Roadmap — Phases, milestones, feature priority matrix, risk register
Scene Blueprints
For each scene, produce a hierarchy covering:
- Environment — Ground/terrain, skybox, lighting setup, props with positions
- Interactive Objects — Behavior on interaction
- Characters / NPCs — AI behavior, patrol paths, dialogue triggers
- UI Overlay — HUD elements, contextual prompts
- Audio Layers — Background music (mood, tempo, loop point), ambient SFX, trigger SFX
- Camera Setup — Type (Cinemachine/Fixed/Follow), behavior configuration
- Systems Active — Save checkpoints, spawners, particle effects
Architecture Blueprint
Provide recommended project folder structure:
Assets/_Project/
├── Scripts/ (Core, Gameplay, UI, Data, Audio, Utilities)
├── Prefabs/ (Characters, Environment, UI, VFX)
├── Scenes/
├── Art/ (Models, Textures, Materials, Animations, UI_Assets)
├── Audio/ (Music, SFX, Ambience)
├── ScriptableObjects/
└── Resources/Phase 3: AI-Powered Asset Generation
For every asset category, provide ready-to-use prompts for the best current AI tools.
3D Model Prompts
Recommend tools dynamically (Meshy.ai, Tripo3D, Rodin, Unity AI Assistant) and generate prompts including:
- Asset name, art style, gameplay purpose
- Polygon budget, texture resolution, PBR maps needed
- Animation-ready flag, scale reference
- Unity import settings (scale factor, normals, animation type, material handling)
Texture & 2D Asset Prompts
Recommend tools (Leonardo.ai, Midjourney, DALL·E, Unity AI Assistant) and generate prompts including:
- Texture type (seamless tile, sprite, UI element, concept art)
- Resolution, style, tiling requirements, PBR maps
- Unity import settings (texture type, filter mode, compression, max size)
Music Prompts
Recommend tools (Suno, Soundraw, Sonauto) and generate prompts including:
- Track name, scene context, mood, tempo (BPM), duration
- Instruments, reference tracks, loop points, dynamic layers
- Unity import settings (format, load type, compression, loop config)
Sound Effects Prompts
Recommend tools (ElevenLabs, OptimizerAI/SFX Engine) and generate prompts including:
- SFX name, category, gameplay context, duration
- Variation count, characteristics
- Unity import settings (format, load type, 3D sound config, variation arrays)
Voice & Narration Prompts
Recommend tools (ElevenLabs, Play.ht, Coqui) and generate prompts including:
- Character name, voice profile, dialogue line, emotion, context
UI/UX Asset Prompts
Generate specifications for Unity UI Toolkit or AI image generation including:
- Element name, screen context, visual style
- States (normal, hover, pressed, disabled)
- Dimensions, anchor behavior, animation descriptions
Phase 4: Assembly & Development
Project Initialization Checklist
- Unity version (recommend latest Unity 6 LTS)
- Render pipeline (URP for mobile/stylized, HDRP for high-fidelity, URP 2D Renderer or Built-in for 2D depending on requirements)
- Build settings, player settings (color space, scripting backend, API compatibility)
- Essential packages (Input System, Cinemachine, TextMeshPro, Addressables, Unity AI Assistant)
- Git LFS configuration for large assets
Development Order (Week-by-Week)
1. Foundation — Project setup, GameManager, event system, scene management, input config
2. Core Gameplay — Player controller, camera, core loop, basic enemies
3. Content & Systems — Level building, UI system, audio manager, save/load
4. Polish & Feedback — VFX/juice, progression, tutorial, settings
5. Platform & Release — Profiling, monetization, analytics, platform polish, submission
Script Architecture Patterns
- GameManager → Singleton or Service Locator
- Events → Observer Pattern (C# events + ScriptableObject Events)
- Save System → Versioned JSON, validated loading, atomic writes and recovery; encryption only with a defined threat/key-management model
- Object Pooling → Generic pool for bullets, enemies, VFX
- State Machine → Player states, game states, enemy AI
- Audio → Singleton with Audio Mixer Groups
- UI → UI Toolkit with MVVM or event binding
- Scene Loading → Addressables + async with progress
- Input → New Input System with Action Maps
Unity AI Assistant & MCP Integration
- Verify current Unity AI Assistant package, editor compatibility, account and pricing before setup
- MCP server configuration for external IDE/agent control
- Example in-editor prompts for scene manipulation, scripting, profiling
Phase 5:
… (full content is in the download package)
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