Game Dev
Game development and game engine tools
unity-coder
by DmitriyYukhanov
Use when implementing Unity C# code to follow proper coding guidelines, naming conventions, member ordering, and Unity-specific patterns
osaurus-macos-use
by osaurus-ai
Drive macOS apps in the background. Use when the user asks you to interact with native Mac apps, automate UI tasks, browse the web in Safari, fill forms, navigate menus, or perform any on-screen action — without taking the user's screen or cursor away from them.
cross-disciplinary-ideation
by Data-Wise
Field connection mapping and systematic ideation for method transfer
godot-optimization
by Zate
Expert knowledge of Godot performance optimization, profiling, bottleneck identification, and optimization techniques. Use when helping improve game performance or analyzing performance issues.
godot-development
by Zate
Expert knowledge of Godot Engine game development including scene creation, node management, GDScript programming, and project structure. Use when working with Godot projects, creating or modifying scenes, adding nodes, writing game scripts, or solving Godot-specific problems.
developer
by JochenYang
Comprehensive full-stack development for web, mobile, and game projects. Handles frontend (React/Vue/Angular), backend (Node.js/Python/Go/Java), mobile (Flutter/React Native/Swift/Kotlin), and game development (Unity/Unreal/Godot). Covers architecture design, implementation, optimization, and deployment.
godot-ui
by Zate
Expert knowledge of Godot's UI system including Control nodes, themes, styling, responsive layouts, and common UI patterns for menus, HUDs, inventories, and dialogue systems. Use when working with Godot UI/menu creation or styling.
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.
phaser-build
by JochenYang
Build 2D HTML5 games for the web using Phaser with WebGL/Canvas rendering. Use when creating Phaser game scaffolds, scenes, core loops, or deployment guidance for web-based releases.
jax-pde
by tondevrel
Advanced sub-skill for JAX focused on solving Partial Differential Equations (PDEs) and Differentiable Physics. Covers Finite Difference Methods (FDM), Neural Operators, and Physics-Informed Neural Networks (PINNs).
swiftui-animation
by VladimirBrejcha
This skill provides comprehensive guidance for implementing advanced SwiftUI animations, transitions, matched geometry effects, and Metal shader integration. Use when building animations, view transitions, hero animations, or GPU-accelerated effects in SwiftUI apps for iOS and macOS.
touchdesigner-mcp
by Russ534
Control TouchDesigner via twozero MCP.
dojo-init
by dojoengine
Initialize new Dojo projects with proper directory structure, configuration files, and dependencies. Use when starting a new Dojo game project or setting up the initial project structure.
dojo-config
by dojoengine
Configure Scarb.toml, dojo profiles, world settings, and dependencies. Use when setting up project configuration, managing dependencies, or configuring deployment environments.
dojo-client
by dojoengine
Integrate Dojo with game clients for JavaScript, Unity, Unreal, Rust, and other platforms. Generate typed bindings and connection code. Use when connecting frontends or game engines to your Dojo world.
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."
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".
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'."
Game Balance Calculator
by Eli-yu-first
"Calculate and optimize game economy balance, weapon stats, and progression curves"
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.
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.
game-design
by xenitV1
Game design principles. GDD structure, balancing, player psychology, progression.
camera-shake
by verekia
Shake the camera when the player takes damage or on impacts for visual feedback.
bone-attachment
by verekia
Attach meshes to bones of a skinned mesh, such as attaching a sword to a character's hand.