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Game Development Knowledge System โ€” AI-powered, multi-engine framework for game development (Godot 4, Unity 6, Unreal Engine 5).

Package Exports

  • gd-ks
  • gd-ks/src/index.js

This package does not declare an exports field, so the exports above have been automatically detected and optimized by JSPM instead. If any package subpath is missing, it is recommended to post an issue to the original package (gd-ks) to support the "exports" field. If that is not possible, create a JSPM override to customize the exports field for this package.

Readme

๐ŸŽฎ GD-KS (Game Development Knowledge System)

npm version License: MIT Node.js Version Developed by RE-G3X

AI-powered, multi-engine framework for game development.

Developed by RE-G3X โ€” a research group dedicated to scientific research in digital games.

GD-KS gives you a team of specialized AI agents that walk you from a blank page to implementation-ready specs โ€” through brainstorming, design, planning, and engine-specific implementation guidance. Works with Unreal Engine 5, Godot 4, and Unity 6.


โœจ What's inside

  • ๐Ÿง  32 specialized AI agents โ€” each with its own role, personality, and menu of workflows
  • ๐ŸŽฏ 4 development phases โ€” Ideation, Design, Planning, Engine
  • ๐ŸŽฎ Three supported engines โ€” Godot 4, Unity 6, Unreal Engine 5 (each with its own implementation team)
  • ๐ŸŽ›๏ธ 7 presets โ€” from game jam (8 agents) to AAA studio (32 agents), tuned for your team size
  • ๐Ÿ“‹ 40+ guided workflows โ€” step-by-step processes for each task
  • ๐Ÿ”’ Handoff contracts โ€” can't advance a phase until the right deliverables are verified
  • ๐Ÿง  Central project state โ€” agents remember decisions across sessions
  • ๐Ÿ–ฅ๏ธ Multi-IDE โ€” Cursor, Windsurf, VS Code, Claude Code
  • โœ… Schema-validated โ€” 7 JSON schemas enforce consistency
  • ๐Ÿงช 240 automated tests across unit and integration, ~93% coverage

๐Ÿš€ Quick start

mkdir my-game && cd my-game
npx gd-ks install

The wizard asks four questions:

  1. Project name
  2. Preset โ€” how big is your project? (solo-indie by default)
  3. Which teams to install
  4. Engine โ€” Godot 4, Unity 6, or Unreal Engine 5

After install, open your project in an AI-capable IDE (Cursor, Windsurf, VS Code with Continue, or Claude Code). Load the gdks-master agent and type *tutorial to take the 15-minute guided walkthrough.


๐ŸŽฏ Presets

Not every project needs 32 agents. Pick the preset that fits your scope:

Preset Agents Best for
โšก Minimal ~8 Game jams, hobby, 48h-2 weeks
๐ŸŽฎ Solo Indie ~16 1-2 devs, 3-18 months (default)
๐Ÿข Small Studio ~23 3-10 devs, 9-24 months
๐Ÿ›๏ธ Full Studio 32 AAA, 24+ months, all agents active
๐Ÿ“– Narrative-Heavy ~20 RPG, Visual Novel
๐Ÿ“ฑ Mobile Casual ~17 F2P, hypercasual
๐ŸŽ›๏ธ Custom 32 All active, tune individually

Switch anytime:

gd-ks preset switch solo-indie
gd-ks preset show              # inspect the active preset
gd-ks preset enable-agent marketing-strategist
gd-ks preset disable-agent playtest-coordinator

See docs/presets-guide.md for a complete reference.


๐ŸŽฎ Engines

GD-KS supports three engines as first-class, pluggable modules. Each lives under src/modules/engines/<engine-id>/ with its own engine-profile.yaml. Contracts and templates adapt automatically via {{#engine}} blocks.

Godot 4 โ€” godot-4

4 agents: Guilherme (Architect), Gabi (GDScript Lead), Gina (Node Specialist), ร‰rico (Coordinator). Idioms: statically-typed GDScript, @export, signal-driven coupling, autoloads for genuine globals, Custom Resources (.tres) for content.

Unity 6 โ€” unity-6

4 agents: Uma (Architect), Ugo (C# Lead), Uli (Prefab Specialist), Enzo (Coordinator). Idioms: private [SerializeField], cached GetComponent in Awake, ScriptableObject event channels over singletons, Addressables over Resources.Load, URP/HDRP/Built-in pipeline choice.

Unreal Engine 5 โ€” unreal-5

5 agents: Ulysses (Architect), Priscilla (C++ Lead), Simon (Systems โ€” GAS/AI/Subsystems), Bella (Blueprint Specialist), Eric (Coordinator). Idioms: UPROPERTY(EditAnywhere, BlueprintReadWrite), C++/Blueprint boundary design, Unreal Insights profiling, PIE-to-packaged-build testing flow.

See docs/adding-new-engine.md to add your own (Bevy, O3DE, GameMaker, etc.).


๐Ÿ“ฆ The four phases

๐Ÿง  Ideation Team (Phase 1)

Agent Role
Sparky ๐Ÿ’ก Concept Brainstormer
Marcus ๐Ÿ“Š Market Analyst
Mira โš™๏ธ Mechanics Explorer
Ivy ๐ŸŽฏ Ideation Coordinator

Output: _gdks-output/01-ideation/ โ€” concept briefs, mechanics exploration, handoff doc.

๐ŸŽจ Design Team (Phase 2)

Up to 18 agents depending on preset. Anchors: Diana (Game Design Director), Marco (Mechanics Designer), Lucas (Core Loop Specialist). Specialists activate with the right preset: narrative team for RPGs, progression team for mobile, art/audio directors for most setups.

Output: _gdks-output/02-design/ โ€” GDD, design pillars, core mechanics spec, gameplay loops, progression system, narrative/art/audio bibles.

๐Ÿ“‹ Planning Team (Phase 3)

Agent Role
Sam ๐Ÿ“Š Scrum Master
Tina ๐Ÿ“… Technical Producer
Dana ๐Ÿ“ Documentation Specialist
Peter ๐ŸŽฏ Planning Coordinator

Output: _gdks-output/03-planning/ โ€” epics, stories, sprint plan, roadmap, risks.

โš™๏ธ Engine Team (Phase 4)

Engine-specific (see engine section above). Always includes a Coordinator for cross-team spec review and LLM-prompt preparation.

Output: _gdks-output/04-engine/ โ€” architecture, class/prefab/scene specs, LLM code-generation prompts ready to paste into Claude, ChatGPT, or any model.


๐Ÿ”’ Handoff contracts

You can't jump from Design to Planning just because you feel like it. Each phase transition is guarded by a contract in _gdks/_contracts/ that checks:

  • Required deliverables exist and meet word-count minimums
  • Required sections are present (e.g. "Pillars", "Core Mechanics")
  • Quality gates pass (no open blockers, minimum completion %)
  • Contracts adapt to preset โ€” story-bible.md is required for narrative-heavy but optional for minimal
gd-ks validate --phase=2        # Am I ready to hand off?
gd-ks handoff --from=2 --to=3   # Advance (runs the contract check)
gd-ks handoff --from=2 --to=3 --force   # Override when you know what you're doing
gd-ks rollback                  # Restore state from a checkpoint

See docs/state-and-contracts.md for the full memory model.


๐ŸŽฏ CLI commands

gd-ks install                    # Wizard install
gd-ks install --yes              # Quick install with defaults

gd-ks state show                 # Inspect current project state
gd-ks state history --last=30    # Read the audit log
gd-ks state decision "Use 2D pixel art" --by=aurora
gd-ks state question "Support co-op?" --from=marco
gd-ks state context              # Print the state block agents consume
gd-ks state inject               # Inject state into compiled agent markdown

gd-ks validate --phase=2         # Contract check for current phase
gd-ks handoff --from=2 --to=3    # Advance phases
gd-ks rollback                   # Restore from a checkpoint

gd-ks preset show                # Active preset details
gd-ks preset list                # All 7 presets
gd-ks preset switch <id>
gd-ks preset enable-agent <agent>
gd-ks preset disable-agent <agent>

gd-ks tutorial                   # Bootstrap the guided tutorial (sandbox mode)
gd-ks tutorial --info            # Syllabus without side effects
gd-ks tutorial --reset           # Clear tutorial sandbox

gd-ks info                       # System information

In your IDE chat, agents respond to *<command> triggers defined in their menus:

*help          # show the agent's command menu
*chat          # free-form conversation
*brainstorm    # (Sparky) creative ideation
*gdd           # (Diana) produce the Game Design Document
*code-prompt   # (Engine Lead) generate an LLM prompt for a story
*tutorial      # (gdks-master) 15-min guided walkthrough

๐Ÿ“ Project structure

your-project/
โ”œโ”€โ”€ _gdks/                           # GD-KS framework (agents, contracts, state)
โ”‚   โ”œโ”€โ”€ core/                        # Master agent and core workflows
โ”‚   โ”œโ”€โ”€ ideation/                    # Ideation team
โ”‚   โ”œโ”€โ”€ design/                      # Design team
โ”‚   โ”œโ”€โ”€ planning/                    # Planning team
โ”‚   โ”œโ”€โ”€ engine/                      # Engine team (chosen engine)
โ”‚   โ”œโ”€โ”€ _config/                     # Project config, presets, features
โ”‚   โ”œโ”€โ”€ _contracts/                  # Handoff contracts
โ”‚   โ””โ”€โ”€ _state/
โ”‚       โ”œโ”€โ”€ project-state.yaml       # Single source of truth
โ”‚       โ”œโ”€โ”€ history/events.ndjson    # Append-only audit log
โ”‚       โ””โ”€โ”€ checkpoints/             # Snapshots before each handoff
โ”‚
โ”œโ”€โ”€ _gdks-output/                    # Generated documents
โ”‚   โ”œโ”€โ”€ 01-ideation/
โ”‚   โ”œโ”€โ”€ 02-design/
โ”‚   โ”œโ”€โ”€ 03-planning/
โ”‚   โ””โ”€โ”€ 04-engine/
โ”‚
โ””โ”€โ”€ .cursor/rules/gdks/              # IDE rules (if Cursor)

๐Ÿ–ฅ๏ธ IDE support

  • Cursor (recommended) โ€” auto-applies rules based on file context
  • Windsurf โ€” rules file for AI context
  • VS Code โ€” works with Copilot, Continue, Cody
  • Claude Code โ€” command files for slash commands

๐ŸŽ“ Learning path

  1. Install: npx gd-ks install
  2. Take the tutorial: gd-ks tutorial, then *tutorial in your IDE โ€” 15 minutes, walks you through Cosmic Explorer (a sample puzzle-platformer project)
  3. Read the guides:

๐Ÿ”„ Upgrading from v0.3

# Dry-run to preview changes
node node_modules/gd-ks/scripts/migrate-v03-to-v04.js

# Apply
node node_modules/gd-ks/scripts/migrate-v03-to-v04.js --apply

The migration:

  • Creates _gdks/_state/ and _gdks/_contracts/
  • Infers your current phase from existing output docs
  • Preserves all your work โ€” _gdks-output/ is never modified

๐Ÿค Contributing

Contributions welcome. See CONTRIBUTING.md if present, or open an issue at https://github.com/muriloms/gd-ks/issues.

Ideas for contribution:

  • New engine modules (Bevy, O3DE, GameMaker, Lร–VE)
  • Agents for specific genres (roguelike specialist, VR UX, etc.)
  • New presets for niche profiles
  • Translations of step markdown (tutorial supports i18n through file swaps)

๐Ÿ“„ License

MIT License โ€” see LICENSE for details.


๐Ÿ”ฌ About RE-G3X

GD-KS is developed by RE-G3X โ€” a research group dedicated to the scientific study of digital games. The group investigates topics at the intersection of game development, AI-assisted tooling, generative pipelines, and player experience.

If you use GD-KS in academic work, please cite the project:

@software{gdks_2026,
  author = {Moro, Murilo and {RE-G3X}},
  title = {GD-KS: A Multi-Agent, Multi-Engine Framework for
           AI-Assisted Game Development},
  year = {2026},
  version = {v0.4.1-beta.2},
  url = {https://github.com/muriloms/gd-ks},
  license = {MIT}
}

๐ŸŒ Website: https://re-g3x.github.io/homepage/


๐Ÿ™ Acknowledgments

Inspired by the BMAD-METHOD framework by bmad-code-org.


Made with โค๏ธ by RE-G3X for indie game developers, solo devs, and studios of every size.

Report a bug ยท Request a feature ยท npm package ยท RE-G3X