Game Dev

Game development and game engine tools

Showing 265-288 of 537 skills
creator-hian

unity-async

by creator-hian

Handle Unity's asynchronous programming patterns including coroutines, async/await, and Job System. Masters Unity's main thread restrictions and threading models. Use when guidance needed on Unity async operations, coroutine optimization, or parallel processing in Unity context.

Processing 10 7mo ago
Demerzels-lab

game-light-tracker

by Demerzels-lab

Track live NFL, NBA, NHL, or MLB games and automatically change Hue light colors based on which team is leading. Use when user wants to sync smart lights with live sports scores for visual game tracking. Supports NFL, NBA, NHL, and MLB games with customizable team colors.

Automation 10 5mo ago
Demerzels-lab

hustle

by Demerzels-lab

"ZeroEx Hustle: Arbitrage Intelligence & Operations Engine. Manage vaults, payouts, and game automation monitoring."

CLI Tools 10 5mo ago
creator-hian

unity-textmeshpro

by creator-hian

TextMeshPro (TMPro) expert for Unity text rendering with advanced typography, performance optimization, and professional text effects. Masters font asset creation, dynamic fonts, rich text formatting, material presets, and text mesh optimization. Use PROACTIVELY for text rendering, font management, localization text, UI text performance, or text effects implementation.

Design 10 7mo ago
creator-hian

unity-r3

by creator-hian

R3 (Reactive Extensions) library expert specializing in modern reactive programming patterns, event-driven architectures, and Observable streams. Masters R3-specific features, async enumerable integration, and Unity-optimized reactive patterns. Use PROACTIVELY for R3 implementation, reactive programming, or MVVM/MVP architecture.

Code Gen 10 7mo ago
creator-hian

unity-testrunner

by creator-hian

Unity Test Framework CLI automation and test writing patterns. Masters batchmode execution, NUnit assertions, EditMode/PlayMode testing, and TDD workflows. Use PROACTIVELY for test automation, CI/CD pipelines, or test-driven development in Unity.

CI/CD 10 5mo ago
creator-hian

unity-vcontainer

by creator-hian

VContainer dependency injection expert specializing in IoC container configuration, lifecycle management, and Unity-optimized DI patterns. Masters dependency resolution, scoped containers, and testable architecture design. Use PROACTIVELY for VContainer setup, service registration, or SOLID principle implementation.

Docker 10 7mo ago
creator-hian

unity-unirx

by creator-hian

UniRx (Reactive Extensions) library expert for legacy Unity projects. Specializes in UniRx-specific patterns, Observable streams, and ReactiveProperty. Use for maintaining existing UniRx codebases. For new projects, use unity-r3 skill instead.

Code Gen 10 7mo ago
creator-hian

unity-mobile

by creator-hian

Optimize Unity games for mobile platforms with IL2CPP, platform-specific code, and memory management. Masters iOS/Android deployment, app size reduction, and battery optimization. Use for mobile builds, platform issues, or device-specific optimization.

Game Dev 10 7mo ago
creator-hian

unity-ui

by creator-hian

Build and optimize Unity UI with UI Toolkit and UGUI. Masters responsive layouts, event systems, and performance optimization. Use for UI implementation, Canvas optimization, or cross-platform UI challenges.

Game Dev 10 7mo ago
creator-hian

unity-collection-pool

by creator-hian

Unity Collection Pool expert for GC-free collection management using ListPool, DictionaryPool, HashSetPool, and ObjectPool. Masters memory optimization, pool sizing, and allocation-free patterns. Use PROACTIVELY for collection allocations, GC pressure reduction, temporary list/dictionary usage, or performance-critical code paths.

Game Dev 10 7mo ago
bnadlerjr

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'."

Code Review 5 5mo ago
skala-io

jurisdiction-advisor

by skala-io

"Advise startup founders on choosing the best jurisdiction and legal entity for their business. Triggers when users ask about where to incorporate, which state/country to register a company, choosing between Delaware vs other states, offshore vs US incorporation, entity types (C-Corp, LLC, PBC), or jurisdiction selection for specific industries (crypto, AI, SaaS, GameDev, solopreneurs). Also triggers for questions about startup formation, company registration, or corporate structure decisions."

Finance 41 5mo ago
dylantarre

game-development

by dylantarre

Use when implementing game animations, player feedback, character movement, or interactive entertainment in Unity, Unreal, or other game engines.

Animation 61 6mo ago
viktor-ferenczi

se-dev-game-code

by viktor-ferenczi

Allows reading the decompiled C# code of Space Engineers version 1

CLI Tools 7 5mo ago
eachlabs

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.

Code Gen 22 5mo ago
CK42BB

procedural-clouds

by CK42BB

Generate beautiful procedural clouds in Three.js using WebGPU raymarching with WebGL2 billboard/mesh fallbacks. Covers all 10 major cloud genera (cumulus, stratus, cirrus, cumulonimbus, stratocumulus, altocumulus, altostratus, nimbostratus, cirrostratus, cirrocumulus) with physically-inspired lighting including silver linings, god rays, sunset coloring, and Mie/Rayleigh scattering approximation. Provides volumetric raymarching, billboard impostor, and mesh-cluster rendering paths with animated drift, morphing, and dynamic formation/dissipation. Use when building skies, cloudscapes, weather systems, flight scenes, atmospheric backgrounds, or any scene requiring clouds. Triggers: "procedural clouds", "cloud rendering", "volumetric clouds", "skybox clouds", "cloudscape", "cumulus", "cirrus", "storm clouds", "cloud shader", "cloud billboard", "raymarched clouds", "cloud lighting", "god rays", "sky rendering".

Code Gen 39 5mo ago
ZhangHanDong

xor-shader-techniques

by ZhangHanDong

Use when implementing shader effects like turbulence, fluid, fire, smoke, procedural noise, starfields, volumetric rendering, raymarching, glow, antialiasing, fractal texturing, or optimizing shader performance with cheap alternatives. Triggers on: shader techniques, shader tricks, shader optimization, turbulence shader, fluid shader, fire shader, smoke shader, procedural noise, dot noise, gyroid noise, efficient chaos, star field, particle scatter, fractal texturing, LOD texturing, texture scaling, volumetric rendering, raymarching, glow effects, antialiasing, analytic antialiasing, fwidth, shader performance, cheap shader effects, GLSL tricks, shader math, shader formulas, Xor shader, GM Shaders, mini.gmshaders.com

Animation 36 5mo ago
Logos-Liber

unity

by Logos-Liber

Unity game engine patterns, lifecycle, best practices, and C# conventions

Processing 16 5mo ago
Logos-Liber

godot

by Logos-Liber

Godot Engine patterns, Node tree architecture, Signals, Resources, and GDScript/C# conventions

Game Dev 16 5mo ago
Logos-Liber

texturing

by Logos-Liber

UV mapping, texture painting, PBR materials, and shader basics

Code Gen 16 5mo ago
Logos-Liber

unreal

by Logos-Liber

Unreal Engine patterns, Actor/Component model, Blueprints vs C++, and best practices

Game Dev 16 5mo ago
Logos-Liber

gamedev-conventions

by Logos-Liber

Cross-engine game development conventions and standards for the game-dev team

Game Dev 16 5mo ago
Logos-Liber

engine-patterns

by Logos-Liber

Cross-engine design pattern comparison for game development including ECS, state machines, networking, and common architectures

Processing 16 5mo ago