Build Game Monster System
Meng ToCommunityCreated by Meng To
- Skill
- Workflow
- Software development
- MIT
- No issues found
AutoGineer summary
Written by AutoGineer from the skill’s own files, not by the author
This skill provides a structured approach to creating game monsters as functional runtime assets rather than static meshes. It defines a strict separation between monster definitions, rigs, runtime state, and view adapters. By following this system, developers ensure that monsters maintain consistent behavior, collision handling, and animation states across different levels of detail and game scenarios. The framework emphasizes deterministic testing and clear contracts for combat mechanics, ensuring that damage and interaction are handled by authoritative logic rather than visual animation frames.
What it does
- Defines a serializable structure for monster stats, locomotion, and attack definitions.
- Establishes a semantic rig hierarchy for joints, sockets, and secondary motion.
- Provides a contract for separating visual meshes from physics, hurtboxes, and attack volumes.
- Outlines mandatory state machine transitions for combat and movement.
- Requires deterministic fixtures to verify monster behavior and LOD stability.
- Standardizes socket placement for VFX, audio, and targeting.
When to use it
- When building or refactoring monsters for a Three.js-based action game.
- When you need to ensure consistent combat behavior across different monster types.
- When you need to implement reliable, testable attack phases and collision logic.
- When you need to manage monster performance through LODs without breaking gameplay logic.
Advantages
- Decouples visual animation from authoritative combat logic to prevent hit-detection errors.
- Ensures consistent behavior across different LOD levels.
- Facilitates easier debugging through deterministic review fixtures.
- Provides a clear, shared contract for team-based asset development.
Usage examples
- “How should I structure the hierarchy for a new bipedal monster rig?”
- The system requires a root, motion, and body hierarchy, with specific semantic chains for the pelvis, spine, neck, head, and limbs, ensuring consistency across all monster types.
- “How do I define an attack that is testable and deterministic?”
- You must compile attack steps into explicit startup, active, and recovery phases, using a pure sampler to query state and timing without relying on visual animation frames.
Install
Download the skill as a ZIP:
https://autogineer.com/agent-skills/mengto/build-game-monster-system/downloadUnzip it into the cross-client skills folder of your project:
mkdir -p .agents/skills && unzip build-game-monster-system.zip -d .agents/skills
Documentation by Meng To
Build Game Monster System
Build monsters as gameplay-compatible runtime assets, not decorative meshes.
Establish the contract
Read references/monster-contract.md before implementation or audit. Check the real game content model, combat events, enemy state machine, collision API, camera distance, and asset loader before extending the contract.
Use related skills when applicable:
Use
img2threejsfor image-driven procedural reconstruction and its staged visual gates.Use
build-hybrid-game-assetsto choose procedural versus imported representation and record provenance/budgets.Use
tune-enemy-aifor perception, intent, movement, and behavior transitions.Use
design-action-combatfor startup/active/recovery timing and authoritative contact.
Separate four layers
MonsterDefinition: serializable authored facts, tags, scale, stats, attacks, locomotion, asset provenance, and budgets.MonsterRig: semantic transform hierarchy, joints, sockets, secondary-motion anchors, materials, and LOD visuals.MonsterRuntime: current state, timers, target intent, health/posture, cooldowns, and authoritative combat events.MonsterViewAdapter: drives rig poses, VFX, audio, visibility, and LOD from runtime state; never decides hits from rendered pose.
Do not duplicate authored combat values in the rig or UI.
Build the rig
Use
+Yup,+Zforward, meters, and a ground-contact root.Keep
root -> motion -> bodystable across every monster and LOD.Parent limb segments as real joint chains so shoulder/hip motion propagates through elbows/knees to wrists/ankles.
Name semantic equivalents for nonhumanoids; do not fake absent anatomy.
Provide sockets for attack origins, VFX, audio, targeting, ground contact, attachments, and death effects.
Keep visual meshes out of physics by default. Provide simple solid, navigation, hurt, attack, and trigger shapes separately.
Preserve root, joints, sockets, collision, and animation state across LOD changes.
Connect behavior and combat
Support at least idle, investigate, pursue, reposition, windup, attack, recover, stagger, and defeated. Each attack definition must declare startup, active, recovery, cooldown, contact shape/socket, damage/posture output, facing rule, and interrupt/cancel policy.
Drive contacts from authoritative action IDs and collision events. Animation may expose a normalized phase, but it must not create damage by itself.
Compose testable movesets
Author movesets as serializable sequences of intent states and attack IDs. Keep attack timing in the attack definitions; the moveset references it instead of copying it.
Compile attack steps into explicit startup, active, and recovery phases.
Provide a pure sampler from
(movesetId, elapsed)to state, attack, normalized phase, active flag, interruptibility, and stable action ID.Give every loop cycle a new action ID while preserving one ID across an attack's startup, active, and recovery phases.
Expose queryable or seeded fixtures for the midpoint and boundaries of every phase so reviewers can freeze and reproduce them without campaign playthrough.
Verify conformance
Add deterministic fixtures for all required states, each attack phase, interrupt/stagger, death, LOD switching, and reset.
Test moveset timeline continuity, exact active-window boundaries, full attack coverage, per-action ID stability, and per-loop ID renewal.
Test joint propagation, socket stability, collider coverage, single-contact idempotence, and disposal.
Render the monster at real encounter distance in the in-app browser.
Measure triangles, draw calls, textures, frame time, and mobile pixel-ratio behavior.
Fail the asset if it has floating attachments, missing mandatory states, pose-derived damage, LOD socket drift, or unbounded resource cost.
Report whether the monster fully conforms, conforms with documented exceptions, or needs a new archetype capability added to the shared contract.
Files
- ATTRIBUTION.mdAdded by AutoGineer878 B
- LICENSELicence file added by AutoGineer1.0 KiB
- SKILL.md4.4 KiB
- agents/openai.yaml248 B
- references/monster-contract.md7.2 KiB
LICENSE
MIT License Copyright (c) 2026 Meng To Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
Requirements and compatibility
Works with: Claude Code, Claude apps, OpenAI Codex, GitHub Copilot, Cursor, Gemini CLI, Kiro, OpenCode, Goose, Amp, Roo Code, JetBrains Junie, Factory Droid, Devin (ex-Windsurf), Mistral Vibe, OpenHands, Letta
“Works with” means the tool reads the open Agent Skills format; a skill written for one tool may use features others lack.
Security
No issues found by our static scan· No issues found
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Attribution and licence
- Created by
- Meng To
- Publisher
- Meng To (Community)
- Source
- MengTo/Skills · agent-skills/game-development/build-game-monster-system · commit 5ea1661
- Licence
- MIT License (redistribution allowed)
- LICENSE (added by AutoGineer from LICENSE)
- ATTRIBUTION.md (written by AutoGineer)
- Synced
AutoGineer is not affiliated with or endorsed by Meng To or Meng To.
Download ZIP
The ZIP holds the skill’s files, its licence files and an ATTRIBUTION.md. Download build-game-monster-system.zip