Game Dev

Game development and game engine tools

Uses and selection guide

Use these skills to structure research, learning and domain-specific tasks. Read the source instructions for the intended scope, required inputs and cited references; verify specialist conclusions against primary sources.

Showing 1-24 of 824 skills
gmh5225

mobile-security

by gmh5225

Guide for Android and iOS game security, reversing, and anti-cheat-adjacent platform research. Use this skill when working with APK or IPA analysis, IL2CPP mobile titles, Frida, Zygisk or Magisk, jailbreak or root detection bypass, Android kernel modules, emulator detection, or mobile anti-cheat systems.

Game Dev 3.6K 2mo ago
gmh5225

awesome-game-security-overview

by gmh5225

Guide for understanding and contributing to the awesome-game-security curated resource list. Use this skill when adding new resources, organizing categories, mapping topics across anti-cheat, Windows kernel, DMA, reverse engineering, and game-engine research, or maintaining README.md format consistency.

Game Dev 3.6K 2mo ago
gmh5225

anti-cheat-systems

by gmh5225

Guide for modern game anti-cheat architecture, Windows kernel monitoring, and detection tradeoffs. Use this skill when analyzing EAC, BattlEye, Vanguard, FACEIT AC, kernel callbacks, handle protection, manual-map detection, boot-start drivers, BYOVD, DMA threats, or behavioral telemetry in game security research.

Code Review 3.6K 2mo ago
gmh5225

game-hacking-techniques

by gmh5225

Guide for game-hacking technique taxonomy and threat modeling relevant to game security. Use this skill when researching memory access, code injection, overlays, input simulation, engine-specific attack surfaces, or how modern anti-cheat systems constrain user-mode, kernel-mode, hypervisor, and DMA-based cheat implementations.

Game Dev 3.6K 2mo ago
gmh5225

game-engine-resources

by gmh5225

Guide for game-engine internals, source trees, plugins, and engine-specific security research. Use this skill when researching Unreal, Unity, Source, Godot, custom engines, engine detectors, engine explorers, or engine protection patterns relevant to modding, reverse engineering, and anti-cheat.

Game Dev 3.6K 2mo ago
gmh5225

dma-attack-techniques

by gmh5225

Guide for PCIe DMA threat modeling, FPGA-based memory access, and defensive implications in game security. Use this skill when researching pcileech, BAR and TLP behavior, page-table walking, IOMMU or VT-d, device impersonation, firmware mimicry, or DMA detection and mitigation in game security research.

Game Dev 3.6K 2mo ago
openai

develop-web-game

by openai

"Use when Codex is building or iterating on a web game (HTML/JS) and needs a reliable development + testing loop: implement small changes, run a Playwright-based test script with short input bursts and intentional pauses, inspect screenshots/text, and review console errors with render_game_to_text."

Automation 28.3K 8mo ago
Virus-Axel

godot-solana-sdk

by Virus-Axel

Use this skill when building Solana-enabled games or apps in Godot 4 with the Godot Solana SDK. Triggers include: Solana transactions in GDScript, SPL tokens or NFTs in a Godot project, connecting browser or mobile wallets (Phantom, Solflare, Backpack) in a Godot game, calling Anchor smart contracts from GDScript, working with Candy Machine in Godot, or any mention of SolanaClient, Transaction, Pubkey, Keypair, WalletAdapter, or AnchorProgram in a Godot context. Do NOT use for non-Godot Solana SDKs (solana-py, solana-go, solana-web3.js).

Game Dev 78 6mo ago
MiniMax-AI

shader-dev

by MiniMax-AI

Comprehensive GLSL shader techniques for creating stunning visual effects — ray marching, SDF modeling, fluid simulation, particle systems, procedural generation, lighting, post-processing, and more.

Code Gen 13.7K 7mo ago
TMHSDigital

bake-high-to-low

by TMHSDigital

Cage-bake high-poly surface detail onto a low-poly target as a tangent-space normal map. Cycles CPU, selected-to-active, active image node, UV layer, save_render. Targets 5.2 LTS with 4.5 LTS fallback.

Automation 17 1mo ago
TMHSDigital

engine-export-presets

by TMHSDigital

Unity, Godot, and Unreal glTF/FBX export presets. glTF uses export_yup; FBX uses axis_forward/axis_up plus centimeter scale. Targets 5.2 LTS with 4.5 LTS fallback.

Automation 17 1mo ago
Jeffallan

chaos-engineer

by Jeffallan

Use when designing chaos experiments, implementing failure injection frameworks, or conducting game day exercises. Invoke for chaos experiments, resilience testing, blast radius control, game days, antifragile systems.

CI/CD 12K 8mo ago
Jeffallan

game-developer

by Jeffallan

Use when building game systems, implementing Unity/Unreal features, or optimizing game performance. Invoke for Unity, Unreal, game patterns, ECS, physics, networking, performance optimization.

Game Dev 12K 8mo ago
TheOrcDev

gaming-ui-state-management

by TheOrcDev

Patterns for game-like interfaces - health bars, XP bars, mana bars. Apply when building RPG/retro gaming UI components with state-driven visuals.

Game Dev 2.1K 9mo ago
rehan-remade

game-automation

by rehan-remade

Launch, see and drive a real game so an agent can test its own mods. Covers launching via Steam or the exe, windowed mode at a fixed size, screenshots of the game window (GPU-safe capture), clicking and typing into menus, holding keys, relative mouse, crash-reporter cleanup, killing by PID, reading logs, scripted test scenes, and an in-game JSON bridge that lets an agent observe and act. Windows-first (also from WSL), with notes for Linux and macOS. Use when a mod must be verified in game, when navigating menus automatically, or when building a repeatable test or demo scene.

File Ops 8.7K 18d ago
rehan-remade

asset-pipeline

by rehan-remade

Turn generated or hand-made art into exactly what a game engine loads. Covers sprite cutout, trim and nearest-neighbour fitting to frame sizes, pixelation to a palette, sprite sheets and strips, player/team-colour masks, seamless textures, and rendering a 3D model into sprite frames from the game's own camera (isometric/RTS 8 or 16 headings, side view, top-down) with Blender. Use after generating assets, or when the user asks to make sprites, sprite sheets, animation frames, isometric unit sprites or icons for a game.

Design 8.8K 19d ago
NousResearch

pokemon-player

by NousResearch

"Play Pokemon via headless emulator + RAM reads."

Game Dev 256.7K 4mo ago
NousResearch

pokemon-player

by NousResearch

Play Pokemon games autonomously via headless emulation. Starts a game server, reads structured game state from RAM, makes strategic decisions, and sends button inputs — all from the terminal.

File Ops 256.7K 7mo ago
scenario-labs

scenario-unreal-performance

by scenario-labs

'Use when an Unreal Engine 5.8 project misses its frame rate or stutters: "optimize to 60 fps", "we run at 38 fps", CPU or GPU bound, game or render thread too long, hitches, traversal or shader stutter (PSO), GC spikes, camera-cut spikes, Lumen, Nanite, VSM, ray tracing, foliage, crowds or Niagara too expensive, async compute, stat unit, ProfileGPU, Unreal Insights, TraceQuery, snapshothitches, scalability and device profiles, dynamic resolution and TSR, streaming budgets, or proving a fix with before and after captures.'

Game Dev 1.1K 27d ago
rehan-remade

mod-any-game

by rehan-remade

Mod a PC game the user owns, taking an idea to working in the real game and recorded. It covers new items, weapons, enemies, bosses, units, civilizations, mechanics, art, sound, VR and cross-game mashups. Use when the user wants to mod, extend, hack on, reverse engineer or mash up a game ("add a nuke to Terraria", "make a new civ for Age of Empires", "put Minecraft inside X", "can I mod this game?"). It covers recon (engine, loaders, anti-cheat), choosing the route, a safe lab, a first vertical slice, fal-generated assets, in-game verification and a showcase clip.

File Ops 8.8K 23d ago
rehan-remade

fal-assets

by rehan-remade

Generate game assets with fal (fal.ai) through the fal MCP server, the um fal CLI (REST) or fal api. Covers sprites and icons with transparent backgrounds, consistent variants and animation frames, pixel art, seamless textures, PBR material maps, image-to-3D models, remeshing, auto-rigging, sound effects, music, voice lines, and trailer or cutscene video. Use whenever a mod needs new art, audio or 3D models, or the user mentions fal, generating sprites, textures, models, SFX or music for a game.

Design 8.8K 19d ago
rehan-remade

publish-mod

by rehan-remade

Package and release a finished game mod. Covers the pre-release lint (no game files, decompiled code or leaked keys), README and install steps, credits and AI disclosure, versioning, where to upload (Nexus Mods, Steam Workshop, Thunderstore, mod.io, GitHub releases), and the post with a video. Use when the user wants to ship, share, upload, release or post a mod.

Processing 8.8K 18d ago
rehan-remade

showcase-video

by rehan-remade

Record and cut a short showcase video of a game mod, or a compilation of clips, ready to post on X/YouTube. Records the game window with only the game's own audio, picks moments from contact sheets, and edits with one-line animated titles, creator credits, transitions, music, watermark and fade-out via an EDL JSON. Use when the user wants a demo video, trailer, clip or montage of a mod, or wants to combine existing clips into a styled video.

CLI Tools 8.8K 23d ago
rehan-remade

game-recon

by rehan-remade

Figure out how a specific installed game can be modded, before writing any mod code. Covers where it's installed, the engine and version, managed vs native code, anti-cheat, loaders already present, save and config folders, and the community's modding route. Use when the user asks "can I mod <game>?", "what engine is <game>", "how do people mod <game>", or at the start of any modding task. Produces MODDING_PLAN.md.

Game Dev 8.8K 23d ago