dojo-init
Initialize new Dojo projects with proper directory structure, configuration files, and dependencies. Use when starting a new Dojo game project or setting up the initial project structure.
Best use case
dojo-init is best used when you need a repeatable AI agent workflow instead of a one-off prompt.
Initialize new Dojo projects with proper directory structure, configuration files, and dependencies. Use when starting a new Dojo game project or setting up the initial project structure.
Teams using dojo-init should expect a more consistent output, faster repeated execution, less prompt rewriting.
When to use this skill
- You want a reusable workflow that can be run more than once with consistent structure.
When not to use this skill
- You only need a quick one-off answer and do not need a reusable workflow.
- You cannot install or maintain the underlying files, dependencies, or repository context.
Installation
Claude Code / Cursor / Codex
Manual Installation
- Download SKILL.md from GitHub
- Place it in
.claude/skills/dojo-init/SKILL.mdinside your project - Restart your AI agent — it will auto-discover the skill
How dojo-init Compares
| Feature / Agent | dojo-init | Standard Approach |
|---|---|---|
| Platform Support | Not specified | Limited / Varies |
| Context Awareness | High | Baseline |
| Installation Complexity | Unknown | N/A |
Frequently Asked Questions
What does this skill do?
Initialize new Dojo projects with proper directory structure, configuration files, and dependencies. Use when starting a new Dojo game project or setting up the initial project structure.
Where can I find the source code?
You can find the source code on GitHub using the link provided at the top of the page.
SKILL.md Source
# Dojo Project Initialization
Initialize new Dojo projects with the complete directory structure, configuration files, and dependencies.
## When to Use This Skill
- "Create a new Dojo project"
- "Initialize a Dojo game called [name]"
- "Set up a new Dojo application"
- "Start a new provable game project"
## What This Skill Does
Creates a complete Dojo project with:
- `Scarb.toml` with Dojo dependencies
- `dojo_dev.toml` for local development
- Source directory structure
- Example models and systems
- Test files
## Quick Start
**Using sozo init:**
```bash
sozo init my-game
```
This creates a new Dojo project from the [dojo-starter template](https://github.com/dojoengine/dojo-starter).
**Interactive mode:**
```
"Create a new Dojo project called my-game"
```
## Project Structure
After initialization:
```
my-game/
├── Scarb.toml # Package manifest and dependencies
├── dojo_dev.toml # Local development profile
├── dojo_release.toml # Production deployment profile
└── src/
├── lib.cairo # Module exports
├── models.cairo # Game state models
├── systems/
│ └── actions.cairo # Game logic systems
└── tests/
└── test_world.cairo # Integration tests
```
## Configuration Files
### Scarb.toml
Package manifest with Dojo dependencies:
```toml
[package]
cairo-version = "2.12.2"
name = "my_game"
version = "1.0.0"
edition = "2024_07"
[[target.starknet-contract]]
sierra = true
build-external-contracts = ["dojo::world::world_contract::world"]
[dependencies]
starknet = "2.12.2"
dojo = "1.7.1"
[dev-dependencies]
cairo_test = "2.12.2"
dojo_cairo_test = "1.7.1"
[tool.scarb]
allow-prebuilt-plugins = ["dojo_cairo_macros"]
```
### dojo_dev.toml
Local development configuration:
```toml
[world]
name = "My Game"
seed = "my_game"
[env]
rpc_url = "http://localhost:5050/"
account_address = "0x127fd..."
private_key = "0xc5b2f..."
[namespace]
default = "my_game"
[writers]
"my_game" = ["my_game-actions"]
```
## Starter Template Contents
The starter template includes:
### Models (`src/models.cairo`)
- `Position` model with player key and Vec2 coordinates
- `Moves` model tracking remaining moves and direction
- `Direction` enum
### Systems (`src/systems/actions.cairo`)
- `spawn` function to initialize player state
- `move` function to update player position
- Example event emission
### Tests (`src/tests/test_world.cairo`)
- Test world setup with `spawn_test_world`
- Integration tests for spawn and move
## Development Workflow
1. **Initialize project:**
```bash
sozo init my-game
cd my-game
```
2. **Start Katana:**
```bash
katana --dev --dev.no-fee
```
3. **Build and deploy:**
```bash
sozo build && sozo migrate
```
4. **Test your system:**
```bash
sozo execute my_game-actions spawn
```
5. **Run tests:**
```bash
sozo test
```
## Customization
After initialization, customize your project:
1. **Add models:** Create new model structs in `src/models.cairo` or separate files
2. **Add systems:** Create new contract modules in `src/systems/`
3. **Update permissions:** Edit `[writers]` in `dojo_dev.toml`
4. **Add dependencies:** Edit `[dependencies]` in `Scarb.toml`
## Next Steps
After initialization:
1. Use `dojo-model` skill to add game state models
2. Use `dojo-system` skill to implement game logic
3. Use `dojo-test` skill to write tests
4. Use `dojo-deploy` skill to deploy your world
## Related Skills
- **dojo-model**: Add models to your project
- **dojo-system**: Add systems to your project
- **dojo-config**: Modify configuration
- **dojo-deploy**: Deploy your projectRelated Skills
dojo
Dojo Engine framework patterns — World, Systems, Models, Events, Components, Store, permissions, testing with spawn_test_world, and deployment with sozo.
dojo-world
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dojo-token
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dojo-test
Write tests for Dojo models and systems using spawn_test_world, cheat codes, and assertions. Use when testing game logic, verifying state changes, or ensuring system correctness.
dojo-system
Create Dojo systems that implement game logic, modify model state, and handle player actions. Use when implementing game mechanics, player commands, or automated logic.
dojo-review
Review Dojo code for best practices, common mistakes, security issues, and optimization opportunities. Use when auditing models, systems, tests, or preparing for deployment.
dojo-model
Create Dojo models for storing game state with proper key definitions, trait derivations, and ECS patterns. Use when defining game entities, components, or state structures.
dojo-migrate
Manage world migrations, handle breaking changes, and upgrade Dojo versions. Use when updating deployed worlds, migrating to new versions, or handling schema changes.
dojo-indexer
Set up and configure Torii indexer for GraphQL queries, gRPC subscriptions, and SQL access. Use when indexing your deployed world for client queries or real-time updates.
dojo-config
Configure Scarb.toml, dojo profiles, world settings, and dependencies. Use when setting up project configuration, managing dependencies, or configuring deployment environments.
dojo-architecture
Shinigami architecture for fully onchain Dojo games — Elements, Types, Models, Components, Systems, Helpers, Store, Events, Interfaces. Use when structuring a new game, adding modules, understanding the codebase hierarchy, or implementing new game mechanics.
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