A full-cycle game-development agent for Godot: from a one-line idea to a running, verified build — style-consistent, self-evolving, and runnable under both Claude Code and Codex.
GAT is not a single prompt. It is a small team of role agents running a 13-skill pipeline, backed by a game-architecture knowledge base and a self-evolving memory, that carries a game all the way from design to implementation inside Godot.
It unifies four projects into one workflow:
- a document-driven design pipeline (concept → GDD → art direction → milestones),
- the game-architect knowledge base (30+ references on paradigms and per-system design),
- the game-skill-vfx pipeline (AI skill-effect VFX → Godot sprite sheets),
- and live Godot editor control (build scenes/nodes in a running editor).
idea ─► DESIGN ─► STYLE-LOCK ─► ASSETS ─► IMPLEMENT ─► VERIFY ─► game
(docs) (contract) (art/vfx) (Godot) (gate)
▲ read / write ▼
KNOWLEDGE · architecture refs · self-evolving wiki
⭐ Style-lock — one style, enforced forever. Generate one hero in a "papercut wuxia" look,
and every icon, VFX, and tileset for the next six months must match it — or the game reads as an
asset-flip. GAT freezes your art direction into an enforceable Style Contract
(design/art/style-contract.yaml). Every asset skill (1) refuses to run without it, (2) composes
its prompt as frozen-prefix + your-subject + frozen-suffix with a locked negative/seed, and
(3) passes an audit gate (tools/art_audit.py) that rejects off-palette, wrong-resolution,
or off-family output. Changing the style is a deliberate --relock, never an accident.
→ docs/style-lock.md
⭐ Self-evolving — the toolkit compounds. Every skill reads a shared knowledge base before
work and writes lessons back after. Pitfalls, recipes, patterns, and balance bands accumulate
in knowledge/wiki/; game #10 starts far ahead of game #1. GAT can even propose improvements
to its own skills — through review, never silently. → docs/self-evolving.md
| Phase | Skills | Output |
|---|---|---|
| Design | gat-brainstorm · gat-story · gat-design · gat-milestone |
design/ docs + production/milestone.md |
| Style-lock ⭐ | gat-style-lock |
frozen style-contract.yaml |
| Assets | gat-asset · gat-vfx |
style-audited art + Godot VFX (.tres) |
| Implement | gat-scaffold · gat-implement |
Godot project + GDScript + live scenes |
| Verify | gat-verify |
evidence-backed smoke + balance sim + audit + coverage |
| Evolve ⭐ | gat-evolve · gat-learn-from-ref |
knowledge written back; reference lessons |
/gat-workflow-start tells you the next step at any point. Full guide:
docs/workflow.md · architecture: docs/architecture.md.
The toolkit is cloned once and shared by all your games. Point a game repo at it:
git clone https://github.com/chenhangcuisg-code/gat ~/gat
# wire a game project to run GAT under both runtimes:
bash ~/gat/install.sh --runtime both --target /path/to/my-game
# Windows: pwsh -File ~/gat/install.ps1 -Runtime both -Target C:\path\to\my-game
cd /path/to/my-game # then run /gat-workflow-start- Claude Code → skills/agents linked into
.claude/, rules inCLAUDE.md. - Codex →
AGENTS.md+~/.codex/prompts/gat-*.mdgenerated from the same source.
One set of SKILL.md files, both runtimes — no fork. → docs/dual-runtime.md
- Godot 4.x (tested 4.6.2 / 4.7); optional Hastur plugin for live editor control.
- Python 3.10+ with
pillow numpy pyyamlfor the style tools. - For skill VFX: a CUDA GPU (open models, no paid APIs). →
docs/deployment/vfx-gpu-server.md - Static art via
gpt-image-2(no GPU needed).
examples/ember-and-ink/ — a papercut-wuxia idle-RPG taken through
design → style-lock, including a real, runnable Style Contract.
Source-available, not permissive. Free for personal, learning, research, and non-commercial
use under PolyForm Noncommercial 1.0.0. Commercial use requires prior approval —
contact the author (see LICENSING.md). The reverse-engineering / reference-
study module is learning-only: study games you have the right to inspect, never redistribute
third-party content, and no DRM circumvention.
Built on and integrating: the Claude-Code-Game-Studios-derived design workflow, the
game-architect knowledge base, game-skill-vfx
(FLUX/AnimateDiff/SDXL VFX), the Hastur Operation Plugin (Godot editor control), and the
game-unpack reference-study lessons. See LICENSING.md for full attributions.
GAT(Godot 智能体团队)不是一句 prompt,而是一个由角色智能体组成的小团队运行一条 13 个技能的流水线,背后有游戏架构知识库与自进化记忆支撑,把一款游戏从设计 一路推进到 Godot 里的实现。
它把四个项目整合进一条工作流:
- 文档驱动的设计流水线(概念 → GDD → 美术方向 → 里程碑);
- game-architect 知识库(30+ 篇范式与分系统设计参考);
- game-skill-vfx 流水线(AI 技能特效 → Godot 精灵表);
- 以及实时 Godot 编辑器操控(在运行中的编辑器里搭场景/节点)。
灵感 ─► 设计 ─► 锁风格 ─► 出素材 ─► 实现 ─► 验证 ─► 游戏
(文档) (契约) (美术/特效) (Godot) (门禁)
▲ 读 / 写 ▼
知识库 · 架构参考 · 自进化 wiki
⭐ 锁风格(Style-lock)——一次定风格,永久强约束。 你用「水墨剪纸武侠」画了一个主角,
之后半年里每一张图标、每一个特效、每一块 tileset 都必须是同一个「画师」的手笔,否则游戏就像
素材拼凑。GAT 把美术方向冻结成可执行的风格契约 design/art/style-contract.yaml:所有出图
技能都会(1)没契约就拒绝生成,(2)把 prompt 组成 冻结前缀 + 你的主体 + 冻结后缀(附带锁定
的负面词/种子),(3)过一道审计门禁 tools/art_audit.py,调色板不符、分辨率不对、跟母版
不像的一律打回重生成。改风格必须显式 --relock,绝不「顺手」漂移。
→ docs/style-lock.md
⭐ 自进化(Self-evolving)——工具越用越强。 每个技能干活前先读共享知识库,干完后把
教训写回去。踩坑、方法、模式、数值区间不断沉淀进 knowledge/wiki/,做到第 10 个游戏时的起点
远高于第 1 个。GAT 甚至能提出对自身技能的改进——但走评审、绝不悄悄改。
→ docs/self-evolving.md
| 阶段 | 技能 | 产出 |
|---|---|---|
| 设计 | gat-brainstorm · gat-story · gat-design · gat-milestone |
design/ 文档 + production/milestone.md |
| 锁风格 ⭐ | gat-style-lock |
冻结的 style-contract.yaml |
| 出素材 | gat-asset · gat-vfx |
过审的美术 + Godot 特效(.tres) |
| 实现 | gat-scaffold · gat-implement |
Godot 工程 + GDScript + 实时场景 |
| 验证 | gat-verify |
有证据的冒烟 + 数值仿真 + 审计 + 覆盖度 |
| 进化 ⭐ | gat-evolve · gat-learn-from-ref |
教训写回;参考游戏学习 |
随时用 /gat-workflow-start 看下一步。完整指南见 docs/workflow.md,
架构见 docs/architecture.md。
工具包只克隆一次,供你所有游戏共用。把某个游戏仓库指向它即可:
git clone https://github.com/chenhangcuisg-code/gat ~/gat
bash ~/gat/install.sh --runtime both --target /path/to/my-game
# Windows: pwsh -File ~/gat/install.ps1 -Runtime both -Target C:\path\to\my-game
cd /path/to/my-game # 然后运行 /gat-workflow-start- Claude Code → 技能/智能体链接进
.claude/,规则写入CLAUDE.md。 - Codex → 由同一份源生成
AGENTS.md与~/.codex/prompts/gat-*.md。
同一套 SKILL.md,双运行时,不分叉。→ docs/dual-runtime.md
- Godot 4.x(已测 4.6.2 / 4.7);实时编辑器操控需可选的 Hastur 插件。
- Python 3.10+,风格工具依赖
pillow numpy pyyaml。 - 技能特效需要 CUDA GPU(开源模型,无需付费 API)。→
docs/deployment/vfx-gpu-server.md - 静态美术走
gpt-image-2,无需 GPU。
examples/ember-and-ink/——「烬与墨」水墨剪纸放置 RPG,走通了
设计 → 锁风格,含一份真实可运行的风格契约。
源码可见,但非宽松许可。 个人、学习、研究与非商业用途依 PolyForm Noncommercial 1.0.0
免费使用;商业使用需事先批准协商——请联系作者(见 LICENSING.md)。逆向 /
参考学习模块仅供学习:只研究你有权查看的游戏,绝不二次分发第三方内容,且不含任何破解 DRM 的能力。
整合并基于:源自 Claude-Code-Game-Studios 的设计工作流、game-architect 知识库、
game-skill-vfx(FLUX/AnimateDiff/SDXL 特效)、
Hastur Operation Plugin(Godot 编辑器操控)与 game-unpack 的参考学习经验。完整署名见
LICENSING.md。
Keywords — Godot agent · game agent · Godot AI agent · game-making agent · AI game development · autonomous game developer · game-dev automation · multi-agent game studio · GDScript agent · Godot game generator · Claude Code agent · Codex agent · style-locked asset generation · self-evolving agent · text-to-game
关键词 — 游戏制作智能体 · 游戏开发智能体 · Godot 智能体 · Godot 游戏开发 agent · AI 做游戏 · 自动做游戏 · 一句话生成游戏 · 游戏 AI agent · 多智能体游戏工作室 · GDScript 智能体 · 风格锁定出图 · 自进化 agent
