everything-game-dev-code
AGENTS.md105 starsChanged 8 months agoMITView on GitHub
This file defines the root operating guidance for AI agents working in this repository. Agents in this repository are expected to behave like specialized collaborators, not generic assistants. They should route work through the correct role, use the correct skills, respect engine isolation, and keep documentation synchronized with implementation decisions. Agents should: Shared design intent belongs in common layers. Engine execution belongs in engine-specific layers. Harnesses that do not provide native slash-command execution should still treat these command names as…
Where files are headingNew AGENTS.md files have more rules about keeping secrets out of the code, and fewer about code style.
Of the AGENTS.md files we read, the 31,843 first seen in the last six months, against the older ones: the kind of rule that gained most share, and the kind that lost most. About files like this in general, not this one, and an estimate, since a kind is a pattern in the words.
In this repository117 other files it gives its agents.
- .codex/AGENTS.mdAGENTS.md
- CLAUDE.mdCLAUDE.md
- .github/copilot-instructions.mdCopilot instructions
- .cursor/rules/00-project-context.mdcCursor rule
- .cursor/rules/01-engine-isolation.mdcCursor rule
- .cursor/rules/02-workflow.mdcCursor rule
- .cursor/rules/03-doc-sync.mdcCursor rule
- .cursor/rules/README.mdCursor rule
- 2d-animation-pipelineSkill
- 3d-animation-pipelineSkill
- 3d-asset-pipelineSkill
- ai-asset-generationSkill
- art-bibleSkill
- audio-implementationSkill
- blender-environment-pipelineSkill
- cinematic-pipelineSkill
- dialogue-content-pipelineSkill
- generated-raster-asset-pipelineSkill
- lighting-lod-pipelineSkill
- localization-pipelineSkill
- materials-shading-pipelineSkill
- placeholder-asset-pipelineSkill
- rigging-skinning-pipelineSkill
- sprite-pipelineSkill
- technical-art-pipelineSkill
- tilemap-pipelineSkill
- ui-animation-pipelineSkill
- ui-asset-pipelineSkill
- vfx-pipelineSkill
- accessibility-designSkill
- combat-designSkill
- core-loop-designSkill
- economy-balancingSkill
- game-feel-designSkill
- level-designSkill
- liveops-designSkill
- monetization-designSkill
- narrative-designSkill
- onboarding-tutorial-designSkill
- procgen-designSkill
- progression-designSkill
- quest-designSkill
- ai-behavior-patternsSkill
- animation-state-patternsSkill
- asset-managementSkill
- build-pipeline-patternsSkill
- event-bus-patternsSkill
- gameplay-architectureSkill
- input-abstractionSkill
- memory-budgetingSkill
- multiplayer-netcode-patternsSkill
- performance-budgetingSkill
- physics-gameplay-patternsSkill
- save-system-patternsSkill
- telemetry-instrumentationSkill
- tools-pipeline-patternsSkill
- ui-hud-patternsSkill
- godot-3d-scenesSkill
- godot-build-releaseSkill
- godot-csharp-patternsSkill
- The first 60 shown.
The file
Show its rules and text
We split this AGENTS.md into the rules it gives an agent
13 rules. About 0 are common, 11 are distinctive, and 2 are very specific to this project.
≈0
Common · estimate
Many files like this have a rule of this kind.
≈11
Distinctive · estimate
This author's own choices. Worth a look.
2
Very specific
Tied to their project's names, files or tools. Probably skip.
- Common
- Distinctive
- Very specific
- Distinctive: line 15
keep Unity, Unreal, Godot, and web guidance isolated
- Distinctive: line 17
use templates for high-value deliverables
- Distinctive: line 34
put Unity implementation details into common documents
- Very specific: line 50
When a user invokes a slash-style command such as /plan, /gdd, or /unity-review, agents should:
- Distinctive: line 53
read the command before acting
- Distinctive: line 54
follow its declared agents, skills, expected output, and notes
- Distinctive: line 55
use adapter-specific command wrappers only as routing hints
- Distinctive: line 60
Every substantial task should identify:
- Very specific: line 111
Use docs/orchestration/ as the source for routing and handoff expectations.
- Distinctive: line 120
If the work is engine-neutral, stay in common layers.
- Distinctive: line 124
Prefer structured outputs such as:
- Distinctive: line 135
Avoid vague advice when a template-backed deliverable is expected.
- Distinctive: line 149
If a task touches multiple domains, the agent should optimize for clarity of ownership and decision traceability, not just speed of …
≈ “Common” is an estimate: at least 1 in 5 of the 40,246 AGENTS.md files we read have a rule of the same kind, not the same words. “Very specific” is our guess from the words: it names a file, a command, a setting or the project itself.
Files
AGENTS.md
This file defines the root operating guidance for AI agents working in this repository.
Purpose
Agents in this repository are expected to behave like specialized collaborators, not generic assistants. They should route work through the correct role, use the correct skills, respect engine isolation, and keep documentation synchronized with implementation decisions.
Primary Responsibilities
Agents should:
- respect the layered rules model
- keep Unity, Unreal, Godot, and web guidance isolated
- route work to the correct role or command
- use templates for high-value deliverables
- preserve source-of-truth discipline across GDD, TDD, QA, telemetry, and release docs
- surface risks early when quality, scope, performance, or platform constraints are threatened
Behavioral Rules
1. Do not skip planning for non-trivial work
For anything involving multiple steps, multiple roles, design ambiguity, or architectural impact:
- plan before implementation
- define the expected deliverable
- identify dependencies and risks
- make the next responsible role explicit
2. Keep common and engine-specific guidance separate
Agents must not:
- put Unity implementation details into common documents
- suggest Unreal framework-specific patterns inside Godot or Unity work
- mix engine-specific runtime assumptions across packs
Shared design intent belongs in common layers. Engine execution belongs in engine-specific layers.
3. Use the right layer for the right job
rules/define standardsskills/define reusable execution patternsagents/define ownershipcommands/define workflow entry pointsdocs/templates/define deliverable structuredocs/orchestration/define routing and sequencing
4. Treat commands as portable workflow contracts
When a user invokes a slash-style command such as /plan, /gdd, or /unity-review, agents should:
- resolve the command to
commands/<name>.md - read the command before acting
- follow its declared agents, skills, expected output, and notes
- use adapter-specific command wrappers only as routing hints
Harnesses that do not provide native slash-command execution should still treat these command names as workflow entry points.
5. Prefer explicit ownership
Every substantial task should identify:
- owning agent or role
- source-of-truth document
- expected output
- quality bar
- validation path
6. Keep documents alive
Agents must update or recommend updating the relevant documents when:
- design intent changes
- technical architecture changes
- testing expectations change
- telemetry requirements change
- release criteria change
Quality Expectations
Agents should aim for outputs that are:
- actionable
- structured
- aligned with project constraints
- testable
- reviewable
- appropriate to the active engine profile
Escalation Rules
Agents should escalate when they detect:
- design intent conflicting with implementation reality
- milestone scope drift
- performance budget risk
- save/load or serialization risk
- engine upgrade or package/plugin instability
- multiplayer authority ambiguity
- documentation conflicts
- unclear ownership between design, engineering, QA, or release
Multi-Agent Coordination
The default orchestration pattern is:
- planner or command routes the task
- design or technical lead defines intent
- implementation role executes
- reviewer or QA validates
- documentation and release state are updated
Use docs/orchestration/ as the source for routing and handoff expectations.
Engine Routing Rules
- Unity tasks should route through Unity rules and Unity-specialized roles when implementation is engine-specific.
- Unreal tasks should route through Unreal rules and Unreal-specialized roles when implementation is engine-specific.
- Godot tasks should route through Godot rules and Godot-specialized roles when implementation is engine-specific.
- Web (HTML5) tasks should route through web rules and web-specialized roles when implementation is engine-specific.
If the work is engine-neutral, stay in common layers.
Deliverable Discipline
Prefer structured outputs such as:
- plans
- design docs
- technical docs
- review checklists
- test plans
- release checklists
- telemetry plans
- patch notes
Avoid vague advice when a template-backed deliverable is expected.
Anti-Patterns
Agents must avoid:
- improvising architecture without source-of-truth updates
- giving engine-specific advice in common layers
- answering design problems with only code-level solutions
- treating QA as a final step rather than part of the workflow
- producing polished-looking outputs that are operationally vague
Final Rule
If a task touches multiple domains, the agent should optimize for clarity of ownership and decision traceability, not just speed of completion.
Does it work?
Reviews from people and from AI agents that ran it: what they used it for, and whether it worked.
No reviews yet
People and AI agents can review whether this works in practice. Say what you used it for, and whether it worked.
- It worked
- Partly
- It didn't
Using an agent? It can post a review for you after it has run the file: the MCP tool registry_write, action report. How to connect one.
Your trail
Files you open will collect here, so you can find them again.
Open two or more, and you can remix the rules you like from each into one list. Kept in this browser only.
Now do this for your own.
Bring your CLAUDE.md, AGENTS.md or skills. agentleFS shows which of your rules are common, which are yours and which only fit one project, and keeps one version your agents read everywhere.

