Desenvolupament de jocs
Desenvolupament de jocs i eines per a motors de joc
testing-roblox-features
chocoliticekreem
Use when asked to check, verify or prove that a Roblox gameplay change or feature works in Studio ("does the hydrant refill work now?", "check my change", "test X before the demo"), or before saying a game change is done.
design-system
SneakKestrel16
"Section-by-section GDD authoring for one system — walks through each required section, cross-references dependencies."
building-games-with-forge
chocoliticekreem
Use when the user wants a new Roblox game made from an idea ("make me a co-op lava escape", "build a tycoon with Forge"), especially when they will be away while it builds.
design-review
SneakKestrel16
"Reviews one design document for completeness, internal consistency, implementability, and design standards. Before handing to programmers."
project-stage-detect
SneakKestrel16
"Analyze project state, detect stage, identify gaps, recommend next steps. 'Where are we in development?'"
newgame
LiminallyYours
Start a fresh run of the active CodeRPG game with its cast, resetting its save. Takes an optional seed, or "daily" for today's world. Switch games with /game.
asset-audit
SneakKestrel16
"Audit assets against naming conventions, file size budgets, format standards. Finds orphaned assets, missing references."
setup-engine
SneakKestrel16
"Configure engine and version. Pins it in CLAUDE.md; WebSearch fills reference docs when the version is beyond LLM training data."
bug-report
SneakKestrel16
"Structured bug report from a description, or analyze code for potential bugs. Reproduction steps, severity."
game
LiminallyYours
List the installed CodeRPG games, or switch to another one. Each game keeps its own save. Use as /game or /game <id>.
newgame
LiminallyYours
Start a fresh game of the active CodeRPG game, resetting its save. Takes an optional seed, or "daily" for today's world. Switch games with /game.
changelog
SneakKestrel16
"Auto-generate a changelog from git commits and sprint data. Internal and player-facing versions."
map-systems
SneakKestrel16
"Decompose a concept into individual systems, map dependencies, prioritize design order, create the systems index."
create-control-manifest
SneakKestrel16
"Builds a short list of must-do and never-do coding rules per system from accepted ADRs. Use when the user wants programmer rules or a cheat sheet from the ADRs, or needs it regenerated after ADR changes."
messagebox
JasonXuDeveloper
MessageBox async modal dialogs for Unity with UniTask. Triggers on: confirmation dialog, modal popup, prompt, alert, user confirmation, yes/no dialog, OK/Cancel, async dialog, await user input, delete confirmation, save confirmation
game-patterns
JasonXuDeveloper
Zero-GC game patterns with JEngine using modern C# 9+. Triggers on: game loop, spawn system, wave spawner, cooldown, ability timer, damage over time, DoT, health regen, bullet pool, enemy pool, object pool pattern, projectile system, combat system, zero allocation, no GC, performance optimization
problem-solving
mrgoonie
Creative problem-solving techniques for breaking through stuck points - includes collision-zone thinking, inversion, pattern recognition, and simplification
threejs
mrgoonie
Build 3D web apps with Three.js (WebGL/WebGPU). Use for 3D scenes, animations, custom shaders, PBR materials, VR/XR experiences, games, data visualizations, product configurators.
debug-like-expert
ScientiaCapital
"Deep analysis debugging mode for complex issues. Activates methodical investigation protocol with evidence gathering, hypothesis testing, and rigorous verification. Use when: standard troubleshooting fails, systematic root cause analysis needed, complex bugs, mysterious errors."
upool
weslo
How to drive Unity in a project pooled by upool, where each session works in its own slot under .claude/worktrees with its own Editor. Use before running the Unity CLI (unity test, run, build, close, cache key, command), before editing a scene or prefab, after a Unity call times out, and when a subagent needs a Unity project of its own.
3d-graphics
samhvw8
"3D web graphics with Three.js (WebGL/WebGPU). Capabilities: scenes, cameras, geometries, materials, lights, animations, model loading (GLTF/FBX), PBR materials, shadows, post-processing (bloom, SSAO, SSR), custom shaders, instancing, LOD, physics, VR/XR. Actions: create, build, animate, render 3D scenes/models. Keywords: Three.js, WebGL, WebGPU, 3D graphics, scene, camera, geometry, material, light, animation, GLTF, FBX, OrbitControls, PBR, shadow mapping, post-processing, bloom, SSAO, shader, instancing, LOD, WebXR, VR, AR, product configurator, data visualization, architectural walkthrough, interactive 3D, canvas. Use when: creating 3D visualizations, building WebGL/WebGPU apps, loading 3D models, adding animations, implementing VR/XR, creating interactive graphics, building product configurators."
problem-solving
samhvw8
"Systematic problem-solving techniques for stuck-ness. Techniques: simplification cascade (complexity spirals), collision-zone thinking (innovation blocks), meta-pattern recognition (recurring issues), inversion exercise (assumption constraints), scale game (uncertainty). Actions: simplify, analyze, recognize patterns, invert assumptions, scale thinking. Keywords: problem solving, complexity spiral, innovation block, stuck, simplification, meta-pattern, assumption inversion, scale uncertainty, breakthrough thinking, root cause, systematic analysis, Microsoft Amplifier, debugging approach, creative solution. Use when: complexity spiraling, hitting innovation blocks, seeing recurring patterns, constrained by assumptions, uncertain about scale, generally stuck on problems."
environment
dcramer
Build or judge how a place looks in Terra: a biome's forest, ground cover, trees, light, shade, haze and time of day, against a measured reference of the look aimed at (another game's frames, photographs). Covers making the reference, the views and films a look is judged on, measuring before tuning, the checks every change passes (popping, collision, frame time), the adversarial review at milestones, and the traps that cost rounds before. Use when asked to make a biome or environment look better or like a game or place, to tune light, shade, fog or night, or to review how a place looks.
godot
bfollington
This skill should be used when working on Godot Engine projects. It provides specialized knowledge of Godot's file formats (.gd, .tscn, .tres), architecture patterns (component-based, signal-driven, resource-based), common pitfalls, validation tools, code templates, and CLI workflows. The godot command is available for running the game, validating scripts, importing resources, and exporting builds. Use this skill for tasks involving Godot game development, debugging scene/resource files, implementing game systems, or creating new Godot components.