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Game Dev
Game development and game engine tools
Animation Principles - Master
by dylantarre
Use when someone seeks the philosophical foundation of animation principles, wants to understand why they work, or is at a teaching/mentorship level
Animation Principles - Novice
by dylantarre
Use when someone has basic awareness of animation principles and wants to start applying them in simple projects
3d-spatial
by dylantarre
Use when working in Blender, Unity 3D, Unreal Engine, Cinema 4D, VR/AR applications, or any three-dimensional animation work.
game-designer
by dylantarre
Use when designing game feel, player feedback systems, or when creating animations that enhance gameplay and player satisfaction.
physics-intuition
by dylantarre
Use when motion needs to feel physically grounded—objects falling, characters jumping, things colliding, or any element that should obey believable weight and momentum.
exaggerated-clarity
by dylantarre
Use when motion needs to read clearly and powerfully—broad comedy, action highlights, important story beats, or any moment that must unmistakably communicate to the audience.
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.
multiplayer
by xenitV1
Multiplayer game development principles. Architecture, networking, synchronization.
pc-games
by xenitV1
PC and console game development principles. Engine selection, platform features, optimization strategies.
mobile-games
by xenitV1
Mobile game development principles. Touch input, battery, performance, app stores.
game-audio
by xenitV1
Game audio principles. Sound design, music integration, adaptive audio systems.
game-art
by xenitV1
Game art principles. Visual style selection, asset pipeline, animation workflow.
sprite
by spm1001
Controls InnerClaude instances on Sprites.dev VMs for testing workflows, install patterns, and Claude-to-Claude interaction. INVOKE BEFORE any 'sprite exec', 'inner Claude', 'test this workflow', 'Claude controlling Claude', or remote VM operations. Documents the critical tmux+pipe-pane pattern that makes OuterClaude/InnerClaude interaction work. Also covers checkpoint/restore and bootstrap. (user)
omniverse
by Logos-Liber
NVIDIA Omniverse platform integration and real-time 3D workflows
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.
webgpu
by cazala
WebGPU/WGSL guidance for initialization, render/compute pipelines, shader authoring, debugging, and performance; use when building or troubleshooting WebGPU apps, GPU compute workloads, or WGSL shaders.
remix-agent-publish
by farworld-labs
Build Remix games for remix.gg with the server-api v1 agents REST API and Farcade game SDK requirements.
threejs-lite
by farworld-labs
Build lightweight mobile-friendly 3D browser games with Three.js, optimized for Remix/Farcade constraints and single-file delivery.
orleans
by Logos-Liber
Microsoft Orleans patterns for distributed game servers, Grains, Silos, persistence, and multiplayer game architecture
gamedeals-agent
by daydreamsai
Builds a video game deal aggregator agent using CheapShark API with x402 payments. Use when creating game price trackers, deal alert agents, or gaming marketplace integrations.