setup-engine skill
Configure engine and version. Pins it in CLAUDE.md; WebSearch fills reference docs when the version is beyond LLM training data.
Is the setup-engine skill safe?
Clean: nothing in its files matched our rules. We read 2 files in the folder on 2026-09-28.
No findings.
Install the setup-engine skill
A skill is a folder. Copy it into your agent's skills folder and the agent loads it when the task matches its description.
git clone --depth 1 https://github.com/Donchitos/Claude-Code-Game-Studios.git /tmp/Claude-Code-Game-Studios mkdir -p ~/.claude/skills cp -r /tmp/Claude-Code-Game-Studios/.claude/skills/setup-engine ~/.claude/skills/setup-engine
In the Claude apps, zip the folder and upload it from the Skills settings. The folder on GitHub
The instructions your agent would load
SKILL.md as published, without the frontmatter. Read it on GitHub
When this skill is invoked:
!bash "${CLAUDESKILLDIR}/../../hooks/yaml-helper.sh" resolve_config --keys workflow
Tier awareness. The workflow tier resolved above governs which design artifact this skill expects and the finish path it recommends in §12:
(no GDDs, systems decomposition, or per-system design at this tier). /setup-engine runs first in the minimal path, so a missing brief here is normal, not a gap. The finish path is the 4-step floor.
- minimal — the design artifact is the one-page design/game-brief.md
and the finish path is the full pipeline.
- standard / full — the design artifact is design/gdd/game-concept.md
If the block did not render (shell preprocessing disabled), assume standard.
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 the design artifact for the resolved tier (see Tier awareness above):
extract genre, scope, platform targets, art style, team size, and any engine recommendation from /brainstorm.
- standard / full: read design/gdd/game-concept.md if it exists —
scope, platform, and art direction from its fields. Its absence is expected at minimal (the brief is authored after engine setup in the minimal path), so do not treat a missing brief as a gap — proceed straight to guided selection.
- minimal: read design/game-brief.md if it exists — extract genre,
- If no concept or brief 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."
(At minimal this is optional, not a prerequisite — you can pick an engine now and write the brief next.)
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
- What kind of game? (2D, 3D, or both?)
- Primary input method? (keyboard/mouse, gamepad, touch, or mixed?)
- Team size and experience? (solo beginner, solo experienced, small team?)
- Any strong language preferences? (GDScript, C#, C++, visual scripting?)
- 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 any game that doesn't reach $1M, it costs nothing. This threshold is high enough that most indie developers will never pay it.
- Best fit: AAA-quality 3D; large open-world games; photorealistic visuals; developers with C++ experience or willing to use Blueprint; games targeting high-end PC/console where visual fidelity is a core selling point
Genre-specific guidance (factor this into the recommendation):
- 2D any style → Godot strongly preferred
- 3D stylized / atmospheric / contained world → Godot viable, Unity solid alternative
- 3D open world (large, seamless) → Unity or Unreal; Godot is not production-proven for this
- 3D photorealistic / AAA-quality → Unreal
- Mobile-first → Unity strongly preferred
- Console-first → Unity or Unreal; Godot console support requires extra work
- Horror / narrative / walking sim → any engine; match to art style and team experience
- Action RPG / Soulslike → Unity or Unreal for 3D; community support and assets matter here
- Platformer 2D → Godot
- Strategy / top-down / RTS → Godot or Unity depending on 2D vs 3D
Recommendation format:
- Show a comparison table with the user's specific factors as rows
- Give a primary recommendation with honest reasoning
- Name the best alternative and when to choose it instead
- Explicitly state: "This is a starting point, not a verdict — you can always migrate engines, and many developers switch between projects."
- Use AskUserQuestion to confirm: "Does this recommendation feel right, or would you like to explore a different engine?"
- Options: [Primary engine] (Recommended) / [Alternative engine] / [Third engine] / Explore further / Type something
If the user picks "Explore further": Use AskUserQuestion with concept-specific deep-dive topics. Always generate these options from the user's actual concept — do not use generic options. Always include at minimum:
- The primary engine's specific limitations for this concept (e.g., "How far can Godot 3D actually go for [genre]?")
- The alternative engine's specific tradeoffs for this concept
- Language choice impact on this concept's technical challenges
- Any concept-specific technical concern (e.g., adaptive audio, open-world streaming, multiplayer netcode)
The user can select multiple topics. Answer each selected topic in depth before returning to the engine confirmation question.
3. Look Up Current Version
Once the engine is chosen:
- If version was provided, use it
- If no version provided, use WebSearch to find the latest stable release:
- Search: "[engine] latest stable version [current year]"
- Confirm with the user: "The latest stable [engine] is [version]. Use this?"
Check the chosen version against what is actually installed
A version found by web search is what exists, not what the developer has. Pinning one they cannot run means every later instruction — build, test, smoke, the engine reference docs — targets an engine that is not on the machine.
Probe for the binary (Bash), and treat failure as unknown, never as absent:
Then:
installed version, pin the newer one and upgrade later, or pin the newer one deliberately. Record the answer; do not pick silently.
- Match — say so in one line and continue.
- Mismatch — state both versions and ask, offering three options: pin the
continue with the chosen version. Do not report this as "no engine installed": a probe that could not run has not established absence.
- Not found / probe failed — report installed version NOT DETERMINED and
Whatever the outcome, write it into Section 7's VERSION.md as an Installed at pin time row, so a later reader can tell a deliberate version-ahead pin from an accident.
More skills from Donchitos/Claude-Code-Game-Studios
- AadoptBrownfield audit — do existing artifacts actually work? Numbered migration plan. Unlike /project-stage-detect, checks compliance not existence.
- Aarchitecture-decisionCreate an ADR documenting a technical decision: context, alternatives considered, consequences.
- Aarchitecture-reviewTraceability matrix mapping GDD requirements to ADRs. Finds gaps, cross-ADR conflicts, engine compatibility. PASS/CONCERNS/NOT ASSESSED/FAIL.
- Aart-bibleAuthor the Art Bible — visual identity gating asset production. Run before /map-systems.
- Aasset-auditAudit assets against naming conventions, file size budgets, format standards. Finds orphaned assets, missing references.
- Aasset-specPer-asset visual specs plus AI generation prompts from GDDs and character profiles. After the art bible.
- Abalance-checkFind balance outliers, broken progressions, degenerate strategies, economy imbalances in formulas and data. 'Check game balance'.
- AbrainstormGuided concept ideation using professional studio techniques, player psychology, creative exploration.
- Abug-reportStructured bug report from a description, or analyze code for potential bugs. Reproduction steps, severity.
- Abug-triageRe-evaluate open bugs — priority vs severity, assign to sprints, surface systemic trends. Run when the count grows.
- AchangelogAuto-generate a changelog from git commits and sprint data. Internal and player-facing versions.
- Acode-reviewArchitectural code review — coding standards, SOLID, testability, performance concerns.