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Game Dev
Game development and game engine tools
reanimated-skia-performance
by andreev-danila
"Write and review high-performance React Native animations and 2D graphics using react-native-reanimated (v4+) and @shopify/react-native-skia (Canvas scenes, runtime effects/shaders). Use for: gesture-driven interactions, spring/timing transitions, layout/mount animations, Reanimated CSS transitions/animations, Skia drawings, animated shader uniforms, path/vector interpolation, dev-mode tuning panels (sliders), and diagnosing animation jank (JS thread stalls, excessive re-renders, per-frame allocations)."
Pixel Art Creator
by willibrandon
Create new pixel art sprites from scratch with canvas creation, layer management, and basic drawing primitives. Use when the user wants to create a sprite, draw pixel art, make a new canvas, start a new image, begin a new project, or mentions pixel dimensions like "64x64", "32x32 sprite", "128 by 128", "16 pixel icon". Trigger on: "create", "new", "make", "draw", "sprite", "canvas", "image", "icon", "tile", "character", "background", dimensions (WxH), "from scratch", "blank canvas", "empty sprite", "Game Boy", "NES", "retro", color mode mentions ("RGB", "indexed", "grayscale"). Also use for drawing basic shapes like "circle", "rectangle", "line", "pixel", "fill", "outline".
Pixel Art Animator
by willibrandon
Create and manage sprite animations with multiple frames, animation tags, frame durations, and linked cels. Use when the user wants to animate a sprite, add animation, create movement, make it move, mentions "animation", "animated", "frames", "keyframes", "frame rate", "FPS", "timing", "duration", "walk cycle", "run cycle", "idle animation", "attack animation", "jump", "movement", "motion", or describes actions like "walking", "running", "jumping", "attacking", "breathing", "bobbing", "bouncing". Trigger on animation tags, loops, playback, sequences, "add frames", "duplicate frame", "frame timing", "ping-pong", "loop", "sequence". Also for linked cels, static backgrounds, and frame optimization.
Pixel Art Professional
by willibrandon
Apply advanced pixel art techniques including dithering, palette optimization, shading, antialiasing, and color theory. Use when the user mentions "dithering", "dither", "Bayer", "Floyd-Steinberg", "palette", "colors", "reduce colors", "optimize palette", "color limit", "shading", "shadows", "highlights", "lighting", "light source", "antialiasing", "smooth", "smoothing", "anti-alias", "AA", "color ramp", "gradient", "hue shifting", "saturation", "value", "contrast", or wants to "refine", "polish", "improve", "enhance", "make better", "add depth", "add dimension" to existing pixel art. Trigger on retro palette names (NES, Game Boy, C64, PICO-8), texture terms ("metal", "fabric", "stone", "wood"), and visual quality terms ("professional", "clean", "smooth", "vibrant").
zig-raylib-5.5
by rudedogg
Zig bindings for raylib 5.5 game development library. Use when writing raylib games/applications in Zig, working with 2D/3D graphics, handling input, loading textures/sounds/models, or implementing game loops. Covers idiomatic Zig patterns for raylib including error handling with RaylibError, resource management with defer, Camera2D/Camera3D systems, collision detection, skeletal animation, shaders, PBR materials, and audio playback.
Ai Game Art Generation
by omer-metin
Animation Systems
by omer-metin
3D Modeling
by omer-metin
first-principles
by majesticlabs-dev
Apply first-principles thinking to break down complex problems into fundamental truths and rebuild solutions from the ground up. Use when solving strategic decisions, breaking through blockers, or challenging assumptions. Triggers on first principles, Elon Musk methodology, fundamental truths, strip assumptions, physics of the problem, rebuild from scratch.
ralph-gpu
by vercel-labs
Minimal WebGPU shader library for creative coding and real-time graphics. Provides fullscreen passes, particles, compute shaders, render targets, and ping-pong buffers with automatic uniform bindings and global time/resolution tracking.
godot
by 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.
shadertoy
by bfollington
This skill should be used when working with Shadertoy shaders, GLSL fragment shaders, or creating procedural graphics for the web. Use when writing .glsl files, implementing visual effects, creating generative art, or working with WebGL shader code. This skill provides GLSL ES syntax reference, common shader patterns, and Shadertoy-specific conventions.
lakehouse-pipeline-design
by hubert-dudek
Create a Databricks lakehouse pipeline design doc (bronze/silver/gold, DLT or Jobs), including SLAs, data quality, Unity Catalog governance, monitoring, and an implementation checklist. Use when designing or reviewing ETL/ELT pipelines, DLT pipelines, streaming ingestion, CDC, or batch jobs on Databricks.
team-templates
by hubert-dudek
Generate standardized team templates (project kickoff, data contract, incident postmortem/RCA, weekly status update, Unity Catalog access request). Use when someone asks for a template, PRD/1-pager, design doc, postmortem, weekly update, data contract, or access request.
r3f-materials
by EnzeD
React Three Fiber materials - PBR materials, Drei materials, shader materials, material properties. Use when styling meshes, creating custom materials, working with textures, or implementing visual effects.
writing-prds
by bnadlerjr
"Build Product Requirements Documents from Product Briefs. Use when transforming product vision into actionable requirements for engineers and designers. Produces high-level design principles, use case compendiums, and milestone definitions. A PRD focuses on 'what' not 'how'."
r3f-physics
by EnzeD
React Three Fiber physics with Rapier - RigidBody, colliders, forces, joints, sensors. Use when adding physics simulation, collision detection, character controllers, or creating interactive physics-based experiences.
cross-disciplinary-ideation
by Data-Wise
Field connection mapping and systematic ideation for method transfer
game-asset-generation
by eachlabs
Generate game art assets using each::sense AI. Create 2D sprites, character sprite sheets, seamless textures, UI elements, icons, tilesets, loading screens, logos, and concept art for games.
game-design
by xenitV1
Game design principles. GDD structure, balancing, player psychology, progression.
web-games
by xenitV1
Web browser game development principles. Framework selection, WebGPU, optimization, PWA.
game-development
by xenitV1
Game development orchestrator. Routes to platform-specific skills based on project needs.
3d-games
by xenitV1
3D game development principles. Rendering, shaders, physics, cameras.
2d-games
by xenitV1
2D game development principles. Sprites, tilemaps, physics, camera.