Find the cause before changing the code.
Audit Unity projects, trace scene and prefab dependencies, isolate failures, and profile measured Unity or browser bottlenecks.
Add focused agents and repeatable workflows for Unity and browser games — from debugging, performance and playtests to game feel, monetization, web portals and release QA.
Pay once · Private GitHub access · Future Games Kit updates included
Workflow content is designed for Claude Code and Codex. Automatic installation currently targets Claude Code; native Codex installation is not available yet.
# from the root of your game project
$ npx --yes --package=github:getagentguild/cli agentguild --kit=games
# install the complete team or cherry-pick
✓ Unity Game Developer
✓ Game Juice & Feel Designer
✓ Game Quality Gauntlet
…and every member in the live rosterGames from the builder behind AgentGuild
The Games Kit is built around the work that comes after an idea starts moving: better feel, clearer systems, safer integrations, stronger monetization and an evidence-backed ship decision.
Meet the team
35 members — 10 agents · 25 skills
Select any member to see when to use it.
Use when Unity implementation spans gameplay code plus serialized assets, architecture, general editor tooling, packages, or build configuration; use Game Tuning Workbench for a focused project-specific tuning panel and versioned settings handoff, and the dedicated Unity skills for debugging, project or dependency audits, reorganization, profiling, or WebGL procedures
Use when implementing or debugging browser-game features and rendering with Three.js, Phaser, PixiJS, vanilla JavaScript, Canvas, WebGL, or Unity WebGL source; use Game Tuning Workbench for a focused project-specific tuning panel and versioned settings handoff, and dedicated skills for audits, input, performance, or portal integration
Use when coordinating a web-game release across multiple portals, SDK workstreams, build variants, submission planning, and dashboard handoff; use Web Game Multi-Portal Adapter for the focused shared facade and deterministic-variant procedure, a dedicated platform skill for one portal, and Game Monetization Manager for IAP or ad policy
Use when a game on any engine or runtime needs remote configuration, feature flags, kill switches, analytics events, experiment instrumentation, staged rollout, or provider-neutral config and analytics adapters with an A/B experimentation workflow such as Firebase Remote Config, Analytics, and A/B Testing
Use when a game on any engine or runtime needs sustainable monetization strategy, an in-app purchase catalog or implementation, ad-format and placement decisions, store or mediation adapters, purchase lifecycle hardening, pricing plans, or monetization experiments with policy and player-experience guardrails
Use when designing or implementing game HUD information architecture, menus, onboarding, store, offer, ad, purchase, consent, navigation, focus, responsive interface, accessibility, or cross-device menu flows; use Game Juice & Feel for moment-to-moment action feedback
Use when a game-design problem spans multiple interacting mechanics and needs a coherent implementable design; use the dedicated skill for a focused core-loop, difficulty-curve, economy, playtest-triage, or interface audit, and Game Monetization Manager for real-money products, IAP, or ad placement
Use when coordinating and implementing a performance campaign across multiple targets or runtime subsystems; use the dedicated Unity, Unity WebGL, or browser performance skill for a focused profiling and audit pass
Use when game quality work spans ambiguous or multiple reports, exploratory coverage, severity and priority, test matrices, playtest classification, and release risk; use Unity Debugging for causal isolation and repair of one focused Unity failure
Use when a game feels flat, weightless, unclear, unresponsive, or unsatisfying, or when actions need to feel juicier, punchier, more impactful, or more polished through coordinated input response, motion, animation, camera, hit-stop, VFX, audio, haptics, or action-bound HUD reactions; use Game UI/UX for layout, navigation, and information architecture
Audit an existing Unity project and map its architecture, scenes, prefabs, packages, settings, Addressables, Resources, runtime references, risks, and prioritized improvements. Use when inheriting a project, planning a refactor or Unity upgrade, preparing a release, diagnosing broad technical debt, or needing to understand how a Unity project is assembled before changing it.
Plan and execute safe Unity asset, script, prefab, scene, and folder moves while preserving GUIDs, meta files, serialized references, and build configuration. Use when reorganizing an Assets tree, renaming or relocating Unity content, splitting modules, cleaning inherited project structure, or repairing a previous move without breaking dependencies.
Trace forward and reverse Unity dependency graphs across scenes, prefabs, prefab variants, ScriptableObjects, Addressables, Resources.Load paths, GUIDs, and assets. Use when locating the serialized owner of a missing reference, finding what references an asset, investigating build inclusion, validating additive scene flows, or determining move, delete, and shared-content blast radius; use Unity Debugging instead to reproduce and repair one focused failure.
Reproduce, isolate, repair, and verify one focused Unity functional failure using Console, Editor and Player logs, stack traces, debugger evidence, serialized state, controlled experiments, and regression tests. Use for compiler or assembly errors, exceptions, functional crashes or hangs, missing references, broken scene or prefab behavior, lifecycle and state bugs, package or import failures, build-only and platform-only defects, IL2CPP or stripping problems, and intermittent behavior; use Unity Performance Profiling instead when the primary symptom is frame time, memory, loading or rendering cost, thermal behavior, or resource exhaustion.
Diagnose Unity CPU, GPU, memory, garbage-collection, rendering, physics, loading, and frame-pacing problems with reproducible profiler evidence. Use for low frame rate, stutter, hitches, thermal or battery issues, memory pressure, loading spikes, excessive draw calls, or performance regressions on a specific Unity target device.
Measure and optimize Unity WebGL build size, startup time, memory, runtime performance, browser compatibility, and hosting behavior. Use when a Unity game loads slowly, crashes or stutters in browsers, exceeds portal size limits, needs reliable compression and caching, or must be prepared for desktop and mobile web deployment.
Select between Three.js, Phaser, PixiJS, vanilla Canvas 2D, and vanilla WebGL using explicit game, platform, team, performance, and delivery constraints. Use when starting a browser game, choosing a stack for a prototype, reassessing an existing web game architecture, or deciding whether framework migration is worth its cost.
Profile and improve browser-game loading, frame time, input latency, memory, garbage collection, rendering, network delivery, and lifecycle behavior with before-and-after evidence. Use for slow startup, low FPS, stutter, long tasks, mobile overheating, memory growth, WebGL context loss, large bundles, or regressions in Three.js, Phaser, PixiJS, Canvas, or vanilla WebGL games.
Design and verify one responsive browser-game input layer across keyboard, mouse, touch, pen, and gamepad, including coordinate scaling, focus, resize, orientation, and lifecycle handling. Use when adding cross-device controls, fixing duplicate or dropped input, mapping pointer coordinates to a scaled canvas, reducing input latency, or making a web game reliable on desktop and mobile browsers.
Design, implement, migrate, or audit a reusable multi-portal adapter for browser games across Unity Web, JavaScript or TypeScript frameworks, and other engines with documented browser interop. Use when one game targets two or more portals, or when an existing shared portal subsystem has scattered vendor calls, and needs a stable game-facing lifecycle, capability matrix, isolated provider modules, ads, save, score, pause and audio contracts, deterministic build variants, local fakes, and SDK-isolation tests; use only the dedicated platform skill when the work targets one provider, and Web Portal Readiness Check for final artifact QA.
Integrate, repair, migrate, or audit the current official Poki SDK in HTML5 and Unity WebGL games. Use when preparing a game for Poki, wiring initialization and loading, gameplay, commercial-break, rewarded-break, or audio lifecycle behavior, validating in Poki Inspector, or diagnosing a rejected or broken Poki build.
Integrate, repair, migrate, or audit the current official CrazyGames SDK in HTML5 and Unity WebGL games. Use when preparing a Basic or Full Launch, wiring SDK initialization, gameplay and loading events, ads, saves, accounts, or portal preview behavior, or diagnosing CrazyGames QA and integration failures.
Verify, integrate, repair, or audit the official current GameDistribution SDK for HTML5 or Unity WebGL games. Use when preparing a GameDistribution build, adding ads or platform lifecycle handling, migrating an older GD integration, or diagnosing portal QA failures; require current first-party SDK evidence before changing code.
Adapt, package, test, or audit an HTML5 or Unity WebGL game for YouTube Playables. Use when integrating the current Playables SDK, readiness signals, pause and audio events, storage, score or ads APIs, making a self-contained compliant bundle, running the official test suite, or preparing an invitation-only Developer Portal certification release.
Audit an HTML5, WebGL, Canvas, Phaser, PixiJS, Three.js, vanilla JavaScript, or Unity WebGL build before submission to a web-game portal. Use for packaging, loading, iframe, browser, input, audio, storage, network, performance, SDK lifecycle, privacy, metadata, or multi-portal readiness checks and release go/no-go decisions.
Use when reviewing an existing game's HUD, menus, navigation, readability, input flow, accessibility, localization readiness, or responsive behavior and turning the findings into prioritized implementation changes.
Use when players are confused, abandoning early, skipping tutorials, or failing to reach the first satisfying moment and the game's onboarding or first-session experience needs evidence-based improvement.
Use when a game feels repetitive, aimless, unrewarding, unclear, or unable to retain interest and its moment-to-moment actions, feedback, rewards, progression, and repeated player decisions need analysis.
Use when players encounter difficulty spikes, boredom, repeated failure, inconsistent challenge, unfairness, or poor progression and the game needs evidence-based diagnosis and tuning across levels or encounters.
Use when designing or correcting currencies, rewards, costs, upgrades, progression pacing, resource inflation, grind, monetization pressure, or exploitable source-and-sink relationships in a game economy.
Use when turning playtest notes, recordings, telemetry, surveys, bug reports, or conflicting player opinions into evidence clusters, root-cause hypotheses, and a prioritized change and validation plan.
Build a concept-specific, creator-facing game tuning workbench that exposes only meaningful camera, lighting, control, movement, difficulty, UI, VFX, audio, or other project parameters; previews candidates; and exports a versioned, validated draft settings package for specialist review and engine-specific application. Use only when the requested deliverable is an interactive tuning panel, visual variant workbench, or agent-readable settings handoff, not for ordinary tuning advice. Prefer an existing engine inspector or the smallest project-local tool. Do not use to choose or approve design values, create player-facing settings, deliver live configuration, prove performance or release quality, or build a new game engine by default.
Extract evidence-backed, product-neutral lessons from game-development milestones, design discussions, prototypes, implementations, playtests, incidents, releases, and postmortems; separate project handoff facts from reusable guidance; route validated lessons into the smallest appropriate agent, skill, resource, or registry change; and verify authorized AgentGuild updates. Use after meaningful game-production iterations, when maintaining a durable handoff or learning log, or when asked to improve shared game-development agents or skills from project experience. Do not use for ordinary status summaries or playtest-feedback triage alone.
Run a Gauntlet Loop for game production by decomposing an ambitious playable goal into judgeable workstreams, pairing builders with fresh-context critics, comparing real artifacts against explicit references or metrics, integrating coupled systems, and iterating within a defined budget. Use for vertical slices, major visual or gameplay polish passes, Claude-of-Duty-style production loops, or multi-system quality pushes where one-pass implementation is not enough; use a focused skill instead for one bug, audit, balance question, or regression check.
Plan and execute a risk-based regression pass on a candidate game release across gameplay, saves, UI, input, audio, performance, platform SDKs, packaging, and upgrades. Use before shipping a build, after engine or SDK changes, when validating a hotfix, or when deciding whether a release candidate is safe to promote.
The complete roll is generated from the Games Kit registry at build time — never a hand-typed marketing count.
One team, the whole production loop
Audit Unity projects, trace scene and prefab dependencies, isolate failures, and profile measured Unity or browser bottlenecks.
Turn playtests and telemetry into better onboarding, core loops, difficulty, economy, UI/UX, responsive input and game feel.
Isolate portal SDKs, saves, ads, IAP, analytics, remote config and experiments behind explicit game-owned boundaries.
Check gameplay, saves, input, audio, performance, packaging and SDK lifecycles, ending with documented release evidence.
Built for real game work
Engine-specific implementation covers Unity and browser games, including HTML5, Canvas, WebGL, Three.js, Phaser, PixiJS and Unity WebGL. Design, UI/UX, playtesting and release workflows apply more broadly when the project evidence supports them.
The kit does not pretend to know an SDK from memory. Platform work verifies current first-party documentation and stops when an engine, provider or build cannot be proven safely.
How it works
Checkout connects your GitHub account and grants read access to the private Games Kit repository. That access is your licence.
The installer validates the kit and lets you install the full team or select only the agents and skills your game needs.
Describe the game problem. Focused workflows route focused work; the broader agents coordinate changes spanning multiple systems.
On the roadmap
The next planned addition to the Games Kit: 3D models and game-ready assets for prototyping and shipping. When they land in the kit repository they are covered by the same one-time purchase — every buyer gets future Games Kit updates at no extra cost.
A roadmap item, not a release date — it ships when it’s good.
One kit. One payment.
Get every agent and workflow in the live Games registry, plus future repository updates. No subscription and no licence key.
10 agents · 25 skills · private GitHub access
Coming soon3D models & game-ready assets — added to the same one-time purchase when they ship.
$39
one-time payment
Checkout not openCheckout will open after the production release gates pass.
Questions
The agent and workflow content is product-neutral and intended for both. The current installer automatically writes Claude Code’s .claude/ structure and CLAUDE.md. First-class Codex installation and context merging are not available yet.
Engine-specific implementation currently covers Unity and browser games: HTML5, Canvas, WebGL, Three.js, Phaser, PixiJS and Unity WebGL. Broader design and QA workflows can apply elsewhere when evidence permits, but this release does not claim dedicated Unreal or Godot implementation.
It includes focused workflows for Poki, CrazyGames, GameDistribution and YouTube Playables, plus a shared multi-portal architecture workflow. Each integration still verifies the current official SDK and portal requirements before changing a project.
Yes. The roster covers IAP lifecycles, ad formats and placement policy, provider-neutral adapters, remote configuration, analytics events, staged rollouts and experiment mechanics. Sensitive dashboards and live rollouts remain under your authorization.
Not yet — they are on the roadmap, not part of today’s catalogue. When they ship they are added to the same private kit repository and covered by the same one-time purchase, like every future Games Kit update.
The installer leaves modified installed files untouched and reports the conflict. Your CLAUDE.md is backed up before its managed AgentGuild block is changed.
A licence delivered through read access to the private Games Kit repository, with the right to use and modify its content in your own projects, including commercial games. You cannot resell, republish, or share access to the kit itself. See the Terms for the full pre-launch licence draft.