{"id":"dee6f56e-2d54-41d4-bc65-9a8889b7e87c","shortId":"kL3aq9","kind":"skill","title":"unity-ai-game-creator","tagline":"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.","description":"# Unity AI Game Creator\n\n## Overview\n\nThis skill transforms a raw game concept into a fully structured Unity development plan with AI-generated assets, scenes, music, scripts, and deployment-ready builds. 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.\n\n## When to Use This Skill\n\n- Use when a user describes a game idea and wants a complete development plan\n- Use when generating AI prompts for 3D models, textures, music, sound effects, or UI assets\n- Use when setting up a new Unity project from scratch with modern architecture\n- Use when creating Scene Blueprints from a concept description\n- Use when building a Game Design Document (GDD) from a rough idea\n- Use when leveraging Unity AI Assistant, MCP server, or external AI tools in a game workflow\n- Use when planning monetization, performance budgets, or app store deployment\n\n## How It Works\n\n### Master Pipeline\n\nExecute these phases in order. Each phase produces concrete deliverables before advancing.\n\n```\nPHASE 1: IDEATION ──▶ PHASE 2: BLUEPRINT ──▶ PHASE 3: GENERATION ──▶ PHASE 4: ASSEMBLY ──▶ PHASE 5: DEPLOYMENT\n  Game Brief            GDD + Scenes           AI Prompts + Assets     Project Setup          Build + Store\n  Genre Analysis        Architecture           Scripts + Audio         Core Systems           QA + Submit\n  Scope Assessment      Scene Blueprints       Voice + UI              Polish + Juice         Analytics\n```\n\n### Phase 1: Ideation & Deep Analysis\n\nExtract and clarify these dimensions from the user's game idea. Ask only for what is ambiguous — infer the rest from context.\n\n| Dimension | What to Extract | If Unclear |\n|-----------|----------------|------------|\n| **Genre** | Primary + secondary genre blend | Suggest 3 genre combinations |\n| **Platform** | Mobile, PC, Console, WebGL, VR/AR | Recommend based on scope |\n| **Perspective** | 2D, 2.5D, 3D, Top-down, Side-scroll, FPS, TPS | Infer from genre |\n| **Art Style** | Realistic, Stylized, Pixel, Low-poly, Anime, Painterly | Suggest 3 options |\n| **Core Loop** | The 30-second repeating gameplay action | Identify from description |\n| **Target Audience** | Age range, gamer profile, platform habits | Recommend based on genre |\n| **Session Length** | Average play session duration | Infer from platform + genre |\n| **Monetization** | Free-to-play, Premium, Hybrid | Recommend based on platform |\n| **Scope** | Solo dev, small team, studio | Ask if not obvious |\n| **Timeline** | MVP in weeks, full release target | Suggest realistic milestones |\n\n**Also provide:**\n1. **Top 3 Reference Games** — What they do well, what the user can learn\n2. **Market Gap** — What opportunity exists that competitors miss\n3. **Core Differentiator** — The one unique thing about this game\n4. **Risk Assessment** — Technical and market risks with mitigations\n\n**Scope Calibration:**\n\n| Scope | Timeline | Team Size | Feature Budget |\n|-------|----------|-----------|----------------|\n| Prototype | 1–2 weeks | Solo | Core loop only |\n| Vertical Slice | 4–6 weeks | Solo–2 | 1 complete level + polish |\n| MVP | 8–12 weeks | 2–4 | 3–5 levels + save + UI |\n| Full Release | 16–24+ weeks | 3–8 | Complete content + multiplayer |\n\n### Phase 2: Blueprint & Design\n\n#### Game Design Document (GDD)\n\nGenerate a structured GDD covering:\n\n1. **Executive Summary** — Elevator pitch, genre, USPs\n2. **Gameplay** — Core loop diagram, progression, abilities, win/loss, difficulty curve\n3. **World & Narrative** — Setting, characters, level structure\n4. **Art Direction** — Visual style, color palette (hex codes), reference descriptions, UI/UX style\n5. **Audio Direction** — Music style per scene, SFX categories, voice needs\n6. **Technical Spec** — Unity version, render pipeline, performance budgets, SDKs\n7. **Monetization Strategy** — Revenue model, IAP design, ad placement\n8. **Development Roadmap** — Phases, milestones, feature priority matrix, risk register\n\n#### Scene Blueprints\n\nFor each scene, produce a hierarchy covering:\n\n- **Environment** — Ground/terrain, skybox, lighting setup, props with positions\n- **Interactive Objects** — Behavior on interaction\n- **Characters / NPCs** — AI behavior, patrol paths, dialogue triggers\n- **UI Overlay** — HUD elements, contextual prompts\n- **Audio Layers** — Background music (mood, tempo, loop point), ambient SFX, trigger SFX\n- **Camera Setup** — Type (Cinemachine/Fixed/Follow), behavior configuration\n- **Systems Active** — Save checkpoints, spawners, particle effects\n\n#### Architecture Blueprint\n\nProvide recommended project folder structure:\n\n```\nAssets/_Project/\n├── Scripts/ (Core, Gameplay, UI, Data, Audio, Utilities)\n├── Prefabs/ (Characters, Environment, UI, VFX)\n├── Scenes/\n├── Art/ (Models, Textures, Materials, Animations, UI_Assets)\n├── Audio/ (Music, SFX, Ambience)\n├── ScriptableObjects/\n└── Resources/\n```\n\n### Phase 3: AI-Powered Asset Generation\n\nFor every asset category, provide ready-to-use prompts for the best current AI tools.\n\n#### 3D Model Prompts\n\nRecommend tools dynamically (Meshy.ai, Tripo3D, Rodin, Unity AI Assistant) and generate prompts including:\n- Asset name, art style, gameplay purpose\n- Polygon budget, texture resolution, PBR maps needed\n- Animation-ready flag, scale reference\n- Unity import settings (scale factor, normals, animation type, material handling)\n\n#### Texture & 2D Asset Prompts\n\nRecommend tools (Leonardo.ai, Midjourney, DALL·E, Unity AI Assistant) and generate prompts including:\n- Texture type (seamless tile, sprite, UI element, concept art)\n- Resolution, style, tiling requirements, PBR maps\n- Unity import settings (texture type, filter mode, compression, max size)\n\n#### Music Prompts\n\nRecommend tools (Suno, Soundraw, Sonauto) and generate prompts including:\n- Track name, scene context, mood, tempo (BPM), duration\n- Instruments, reference tracks, loop points, dynamic layers\n- Unity import settings (format, load type, compression, loop config)\n\n#### Sound Effects Prompts\n\nRecommend tools (ElevenLabs, OptimizerAI/SFX Engine) and generate prompts including:\n- SFX name, category, gameplay context, duration\n- Variation count, characteristics\n- Unity import settings (format, load type, 3D sound config, variation arrays)\n\n#### Voice & Narration Prompts\n\nRecommend tools (ElevenLabs, Play.ht, Coqui) and generate prompts including:\n- Character name, voice profile, dialogue line, emotion, context\n\n#### UI/UX Asset Prompts\n\nGenerate specifications for Unity UI Toolkit or AI image generation including:\n- Element name, screen context, visual style\n- States (normal, hover, pressed, disabled)\n- Dimensions, anchor behavior, animation descriptions\n\n### Phase 4: Assembly & Development\n\n#### Project Initialization Checklist\n\n- Unity version (recommend latest Unity 6 LTS)\n- Render pipeline (URP for mobile/stylized, HDRP for high-fidelity, Built-in for 2D)\n- Build settings, player settings (color space, scripting backend, API compatibility)\n- Essential packages (Input System, Cinemachine, TextMeshPro, Addressables, Unity AI Assistant)\n- Git LFS configuration for large assets\n\n#### Development Order (Week-by-Week)\n\n1. **Foundation** — Project setup, GameManager, event system, scene management, input config\n2. **Core Gameplay** — Player controller, camera, core loop, basic enemies\n3. **Content & Systems** — Level building, UI system, audio manager, save/load\n4. **Polish & Feedback** — VFX/juice, progression, tutorial, settings\n5. **Platform & Release** — Profiling, monetization, analytics, platform polish, submission\n\n#### Script Architecture Patterns\n\n- GameManager → Singleton or Service Locator\n- Events → Observer Pattern (C# events + ScriptableObject Events)\n- Save System → JSON serialization + encryption\n- Object Pooling → Generic pool for bullets, enemies, VFX\n- State Machine → Player states, game states, enemy AI\n- Audio → Singleton with Audio Mixer Groups\n- UI → UI Toolkit with MVVM or event binding\n- Scene Loading → Addressables + async with progress\n- Input → New Input System with Action Maps\n\n#### Unity AI Assistant & MCP Integration\n\n- Setup steps for Unity AI Assistant (Unity 6.3+)\n- MCP server configuration for external IDE/agent control\n- Example in-editor prompts for scene manipulation, scripting, profiling\n\n### Phase 5: Quality & Deployment\n\n#### Performance Budgets\n\n|                    | Mobile    | PC        | Console   |\n|--------------------|-----------|-----------|-----------|\n| Target FPS         | 30/60     | 60/120    | 60        |\n| Draw Calls         | < 100     | < 500     | < 300     |\n| Triangles/frame    | < 100K    | < 2M      | < 1M      |\n| Texture Memory     | < 150MB   | < 1GB     | < 512MB   |\n| Build Size         | < 150MB   | < 2GB     | < 4GB     |\n\n#### Testing Checklist\n\nCore loop stability, UI responsiveness, save/load persistence, audio balance, memory leak checks, frame rate stability, input device coverage, edge cases (low battery, interruptions), accessibility, localization.\n\n#### Store Submission Guide\n\nApp icon, feature graphic, screenshots, promotional video, descriptions, keywords, privacy policy, age rating, content rating — with AI prompts for generating marketing assets.\n\n## Examples\n\n### Example 1: Cozy Farming Game\n\n**User:** \"I want to make a cozy farming game with magic elements for mobile\"\n\n**Agent delivers:**\n1. **Game Brief** — Cozy farm sim × magical creatures, mobile portrait, stylized low-poly, 5-min sessions, F2P with cosmetic IAP\n2. **3 Reference Games** — Stardew Valley (loop), Merge Magic (mobile UX), Moonstone Island (magic farm blend)\n3. **Core Loop** — Plant → Tend → Harvest → Sell → Upgrade → Discover magical seeds\n4. **Scene Blueprints** — Farm (main), Village Market, Enchanted Forest, Player Home\n5. **AI Asset Kit** — 15 crop models, 8 building models, 5 character models, seasonal music tracks, ambient farm SFX, UI kit\n6. **Technical Plan** — Unity 6 LTS + URP, mobile-first 30fps, addressable assets for seasonal updates\n7. **6-Week Roadmap** — Foundation → Core Gameplay → Content → Monetization → Polish → Soft Launch\n\n### Example 2: Multiplayer Shooter\n\n**User:** \"Make a fast-paced arena shooter for PC with neon visuals\"\n\n**Agent delivers:**\n1. **Game Brief** — Arena FPS, PC/Steam, stylized neon cyberpunk, 10-min matches, Premium $9.99\n2. **Core Loop** — Spawn → Loot → Fight → Eliminate → Score → Respawn\n3. **Technical Plan** — Unity 6 + HDRP, Netcode for GameObjects, dedicated servers, 120fps target\n4. **AI Asset Kit** — Arena models, weapon models, neon material/shader prompts, electronic music tracks, weapon SFX\n\n### Example 3: 2D Puzzle Mobile\n\n**User:** \"Simple puzzle game like Wordle but with colors\"\n\n**Agent delivers:**\n1. **Game Brief** — Casual puzzle, mobile portrait, flat minimalist, 2-min sessions, F2P with rewarded ads\n2. **Scope** — Prototype in 1 week, MVP in 3 weeks\n3. **Scene Blueprints** — Main Menu, Game Board, Results Screen, Daily Challenge\n4. **AI Asset Kit** — UI sprites, celebration particles, calm ambient music, tap/swipe SFX\n\n## Best Practices\n\n- ✅ **Start with the core loop** — Nail the 30-second cycle before anything else\n- ✅ **Profile before optimizing** — Use Unity Profiler to find real bottlenecks\n- ✅ **Use ScriptableObjects for data** — Decouple data from logic for flexibility\n- ✅ **Generate multiple AI asset variations** — Pick the best from 3–5 generations\n- ✅ **Test on real devices early** — Emulators miss platform-specific issues\n- ✅ **Version control from day one** — Git + LFS, commit often\n- ❌ **Don't hardcode tool choices** — Always present alternatives to the user\n- ❌ **Don't skip the GDD** — Even solo projects benefit from written design\n- ❌ **Don't optimize prematurely** — Make it work, make it right, make it fast\n- ❌ **Don't ship AI assets without review** — Check licensing terms for each tool\n\n## Limitations\n\n- This skill does not replace environment-specific validation, testing, or expert review.\n- AI-generated assets require legal review for commercial usage rights per each tool's Terms of Service.\n- Performance budgets are guidelines — always profile on actual target hardware.\n- AI tools and their capabilities evolve rapidly — verify current availability and pricing before recommending.\n- Stop and ask for clarification if required inputs, permissions, safety boundaries, or success criteria are missing.\n\n## Security & Safety Notes\n\n- This skill does not include shell commands, network fetches, or credential handling.\n- All AI tool recommendations are external services; the skill does not execute API calls or store tokens.\n- Asset generation prompts are text-only guidance — no automated downloads or file mutations occur.\n\n## Common Pitfalls\n\n- **Problem:** User provides a vague idea like \"make a game\"\n  **Solution:** Ask 2–3 targeted questions (genre, platform, scope) before generating the first draft\n\n- **Problem:** Scope creep — trying to build everything at once\n  **Solution:** Use the scope calibration table and feature priority matrix (Must/Should/Could/Won't)\n\n- **Problem:** AI-generated assets don't match the art style\n  **Solution:** Always include the GDD's art direction keywords in every asset prompt for consistency\n\n- **Problem:** Performance issues on target platform\n  **Solution:** Set platform-specific budgets early and profile against them weekly\n\n## Related Skills\n\n- `@unity-developer` - For deep Unity technical reference without the idea-to-game pipeline\n- `@game-development` - For the game development orchestrator that routes to platform-specific skills\n- `@unity-ecs-patterns` - For Entity Component System architecture patterns specifically\n- `@bevy-ecs-expert` - When building with Bevy/Rust instead of 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