Skills and integrations¶
Tools give an agent abilities; skills give it judgement. Skywalker ships thirteen skywalker-* skills in the open
Agent Skills format (SKILL.md with a name and description, progressive disclosure, optional references/), eight
studio-role subagents and five workflow commands, generated for Claude Code, Codex, Gemini CLI and Cursor from one
source and installed with skywalker setup.
The skills¶
| Skill | Covers | Main tools |
|---|---|---|
skywalker-core |
The agent loop (orient, act, look, verify), conventions, batching, undo, efficiency rules, the router to the other skills and a tool index by task. Load first. | engine_info, scene_overview, batch, viewport_capture, history |
skywalker-world-building |
Terrain presets, sculpt and paint, foliage, water, placing things on real ground | terrain_*, foliage_add, scatter, place_on_surface, water_query |
skywalker-look-dev |
Lighting recipes (golden hour, overcast, night neon, interior), GI, reflections, clouds, god rays, exposure, looks, LUTs, lens; judging renders with samples and debug views | environment_update, material_create, viewport_capture, viewport_quality, perf_stats |
skywalker-assets |
Reuse, procedural textures, licensed downloads with credits, import settings | asset_list, asset_download, asset_import, texture_generate |
skywalker-dcc |
Blender bridge: procedural models, conversion, decimation and baking, live sessions | dcc_generate, dcc_convert, dcc_edit_asset, dcc_session_start |
skywalker-studio |
Roster, board, feedback, director decisions with measured effects, playtest bots, loops, joining as a roster member | studio_*, playtest_run |
skywalker-audio |
Generating and measuring effects and music, spatial audio and the mixer, input action maps | audio_generate, audio_info, audio_mix, input_map |
skywalker-wander |
Behavior workflow: reference, spec, code with tests, check, attach, test, trace | wander_reference, wander_check, behavior_set, wander_test, behavior_spec |
skywalker-physics |
Bodies, colliders, characters, triggers, joints, queries, settling, navigation | physics_add, physics_query, physics_settle, nav_build |
skywalker-2d-ui |
Sprites, tilemaps, 2D lights, parallax, HUDs and menus, dialogue | sprite_sheet_slice, tilemap_from_ascii, ui_create, dialogue_check |
skywalker-animation |
Rigged characters, state machines, IK, props on bones, cutscenes and camera shots | animator_setup, animator_set, bone_attach, sequence_camera_shot |
skywalker-vfx |
Fire, smoke, weather, GPU particles, volumetric fluids, hair and fur, effect cost | fx_create, fx_burst, groom_create, fx_benchmark |
skywalker-ship |
game.json, packaging checks, building the app, trying it in the real player | game_settings, game_build, game_run |
Every skill is also an MCP resource (skywalker://skills/<name>), so clients without skill support can read them.
Subagents and commands¶
The eight subagents map to studio roles; each first calls studio_agent_brief {agent, loop_member: true} for the
engine's own mission, persona, team and permitted tools, works as that roster member (as: "<id>"), verifies with
captures, traces or playtests, and finishes with a short report.
| Studio id | Claude Code | Codex | Gemini CLI | Cursor |
|---|---|---|---|---|
creative_director |
skywalker:creative-director |
creative_director |
@creative-director |
/creative-director |
level_designer |
skywalker:level-designer |
level_designer |
@level-designer |
/level-designer |
environment_artist |
skywalker:environment-artist |
environment_artist |
@environment-artist |
/environment-artist |
gameplay_programmer |
skywalker:gameplay-programmer |
gameplay_programmer |
@gameplay-programmer |
/gameplay-programmer |
technical_artist |
skywalker:technical-artist |
technical_artist |
@technical-artist |
/technical-artist |
sound_designer |
skywalker:sound-designer |
sound_designer |
@sound-designer |
/sound-designer |
playtester |
skywalker:playtester |
playtester |
@playtester |
/playtester |
critic |
skywalker:critic |
critic |
@critic |
/critic |
| Command | What it does |
|---|---|
new-game |
Build a new game from a one-line pitch |
look-dev |
Art-direct the current scene with captures and debug views |
playtest-loop |
Run a studio loop: start, one subagent per assignment, advance until done |
studio-status |
Summarise the roster, board, feedback and loops |
studio-setup |
Create the roster with studio_team_template |
Where the files go¶
integrations/skills-src/ the single source: skills, subagents, commands, project guidance
│ python3 integrations/generate.py
▼
integrations/claude-code/ Claude Code plugin (plus .claude-plugin/marketplace.json at the repository root)
integrations/codex/ AGENTS.md, .agents/skills, .codex/{config.toml, agents}
integrations/gemini/ Gemini CLI extension
integrations/cursor/ .cursor/{mcp.json, rules, skills, agents, commands}
Skills are byte-identical across clients; only the wrappers (manifests, subagent files, commands, MCP config) differ.
Keeping skills true¶
Every backticked tool name, argument and enum value in the skill sources, and every example call such as
physics_add {"entity": "Hero", "preset": "player_character"}, is checked against the live tool schemas. The test
suite runs the check, so a renamed tool or argument that would break a skill fails the build:
skywalker tools --json > /tmp/tools.json
python3 integrations/check_skills.py --tools /tmp/tools.json
python3 integrations/generate.py --check
This site applies the same validation to every sample on every page (website/scripts/check_snippets.py).