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Game Dev
Game development and game engine tools
game-builder
by gked2121
Convert any topic into playable browser games. Types: trivia, matching, word puzzles, adventure games. Uses Phaser.js or Kaboom.js.
godot-debugging
by Zate
Expert knowledge of Godot debugging, error interpretation, common bugs, and troubleshooting techniques. Use when helping fix Godot errors, crashes, or unexpected behavior.
Unity MCP Skill — Claude's Guide to Controlling Unity Editor
by agustedire542
Use unity_editor_command: {command: "menu:GameObject/Align With View"} to access any Unity menu item
openfort
by openfort-xyz
Builds applications with Openfort using TypeScript SDK, Node, React Native, Unity. Use when working with Openfort embedded wallets, stablecoins.
spoint
by AnEntrypoint
"Build multiplayer physics games with the Spawnpoint engine. Use when asked to: create a game, add physics objects, spawn entities, build a map/level, handle player interaction, add weapons, respawn, scoring, create moving platforms, manage world config, load 3D models, add HUD/UI, work with the EventBus, or develop any app inside an apps/ directory."
procedural-weather
by CK42BB
Generate dynamic procedural weather effects in Three.js using WebGPU compute with WebGL2 fallback. Covers rain (drizzle to monsoon), snow (flurries to blizzard), hail, fog and mist (ground fog, volumetric), lightning (bolt, sheet, cloud-internal), dust/sandstorms, wind-driven debris, rainbows, aurora borealis, and a weather state machine for smooth transitions. All precipitation uses GPU particle systems with collision, splashes, and accumulation. Provides per-effect lighting changes, ambient sound cue hints, and camera post-processing (wet lens, frost). Use when building weather systems, atmospheric effects, environmental ambience, climate simulation, or any scene needing dynamic weather. Triggers: "procedural weather", "rain effect", "snow particles", "lightning", "fog shader", "weather system", "storm", "blizzard", "sandstorm", "aurora", "rainbow", "precipitation", "weather transition", "wet lens".
dayz-dev
by DayZGhost
DayZ Enforce Script development orchestrator. Dynamically fetches class APIs, script references, and mod documentation. Supports vanilla, Community Framework, and Expansion development for DayZ 1.28+.
strategic-narrative
by wdavidturner
Use when asked to "strategic narrative", "Andy Raskin", "tell our company story", "write a pitch deck", "explain why customers should care", or "movement narrative". Helps craft compelling narratives that define movements rather than just selling products. The Strategic Narrative framework (created by Andy Raskin) transforms pitches from feature lists into stories about change.
godot-best-practice
by gigio1023
Use this skill for any Godot 4.x project work: GDScript, C#, scenes, resources, nodes, signals, 2D, 3D, UI, physics, animation, navigation, shaders, import/export, plugins, testing, version upgrades, and agent-authored workflows. Trigger for "Godot", "GDScript", "tscn", "tres", "Godot best practice", "Godot 문법", "Godot 활용법", "Godot 패턴", "Godot 씬", "Godot 2D/3D/UI/physics/export", and Korean requests about Godot implementation or architecture. Prefer this skill before editing Godot files or giving Godot guidance.
grudge-studio-architecture
by Grudge-Warlords
Grudge Studio game studio infrastructure architecture, service map, and deployment guide. Use this skill when working on ANY Grudge Studio project — backend services, frontend apps, auth, wallet, game integration, Docker, VPS, Vercel, or Cloudflare configuration. Covers: grudge-studio-backend, grudge-wars (WCS), grudgedot-launcher, grudachain, grudge-platform, StarWayGRUDA-WebClient, grudge-builder, ObjectStore, GRUDA-Node, grim-armada-web.
procedural-grass
by CK42BB
Generate procedural grass fields in Three.js using WebGPU compute with automatic WebGL2 fallback. Covers instanced blade geometry with bezier-curve profiles, multi-layer wind simulation, subsurface scattering approximation, distance-based LOD and density falloff, interactive displacement from players/objects, and configurable grass types (lawn, meadow, wheat, reeds, savanna, tundra). Use when building grass systems, fields, meadows, prairies, ground cover vegetation, or any scene requiring dense animated plant coverage. Triggers: "procedural grass", "grass field", "grass blades", "meadow", "grass rendering", "grass shader", "wind grass", "instanced grass", "grass LOD", "ground cover", "lawn", "wheat field", "tall grass".
Game Balance Calculator
by Eli-yu-first
"Calculate and optimize game economy balance, weapon stats, and progression curves"
Game Audio Design Planner
by Eli-yu-first
"Plan game audio systems including adaptive music, sound effects, and spatial audio"
unity-reusable-systems
by eyenpi
Use when building reusable Unity game systems, creating UPM packages, or designing ScriptableObject-based modular architecture for gameplay systems like inventory, combat, dialogue, quests, or save/load. Also use when connecting multiple independent Unity packages that need to communicate without direct dependencies.
sprite-animator
by Olafs-World
Generate animated pixel art sprite GIFs from any image using AI (Gemini). Use when the user wants to create pixel art animations, sprite sheets, animated character GIFs, or convert photos/drawings into retro game-style animated sprites. Supports idle, wave, bounce, and dance animations.
problem-solving
by 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."
ue5-editor-control
by 1103837067
Control Unreal Engine 5 editor via HTTP commands. Spawn/delete/transform actors, manage blueprints, materials, animation blueprints, and any UObject property via reflection. Use when the user asks to create, modify, or query anything in UE5 editor, or mentions UE5, Unreal, actors, blueprints, levels, materials, animation, input, or characters.
AFK Gaming Skill
by LilMGenius
Same Eye + Hand skills. Same GAME.md files. Only the config format differs.
league-sdk
by adrianmg
Build League of Legends apps using league-sdk TypeScript library. Use when working with Riot API, summoner/player lookups, match history, champion mastery, ranked stats, live game spectator, or building LoL Discord bots, websites, or apps.
game-design-document
by ityes22
Generates professional, publisher-grade Game Design Documents (GDD) as polished .docx and .pdf files. Turns a game concept into a comprehensive 40-80 page document covering core gameplay loop, mechanics, UX flows, art direction, monetization strategy, technical requirements, and competitive analysis. Also generates companion pitch decks (.pptx) and one-page pitches. Use when users want to create a GDD, game pitch, game concept document, or game design specification.
cocos-studio-ouguowen
by ouguowen
Senior production system for Cocos Creator 3.8.8 game development. Use when planning, scoping, structuring, staffing, reviewing, releasing, or rescuing a Cocos Creator 3.8.8 project that needs strict workflow control, clear ownership, level-data discipline, and production-safe architecture instead of ad hoc development.
claw-quest-skill
by guest23199-create
Claw Quest — survival island exploration game with AI Pebble crew, pets, crafting, territory expansion
webxr-dev
by shady843
WebXR/VR development guide for Three.js on Meta Quest — camera rig, controllers, teleport, postprocessing limitations, and hard-won pitfalls from shipping VR
world-labs-export
by CloudAI-X
World Labs export formats - Gaussian splats, meshes, images, and engine integrations