Game Dev

Game development and game engine tools

Showing 457-480 of 861 skills
DmitriyYukhanov

unity-coder

by DmitriyYukhanov

Use when implementing Unity C# code to follow proper coding guidelines, naming conventions, member ordering, and Unity-specific patterns

Processing 8 8mo ago
osaurus-ai

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.

Accessibility 24 6mo ago
Data-Wise

cross-disciplinary-ideation

by Data-Wise

Field connection mapping and systematic ideation for method transfer

Game Dev 7 10mo ago
Zate

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.

Game Dev 20 11mo ago
Zate

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.

File Ops 20 11mo ago
JochenYang

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.

Game Dev 21 8mo ago
Zate

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.

Code Gen 20 11mo ago
Zate

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.

Code Review 20 11mo ago
JochenYang

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.

Animation 21 8mo ago
tondevrel

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).

Processing 24 8mo ago
VladimirBrejcha

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.

Animation 19 9mo ago
Russ534

touchdesigner-mcp

by Russ534

Control TouchDesigner via twozero MCP.

Design 0 5d ago
dojoengine

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.

Code Gen 53 9mo ago
dojoengine

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.

Game Dev 53 9mo ago
dojoengine

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.

Game Dev 53 8mo ago
samhvw8

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."

Game Dev 11 10mo ago
CK42BB

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".

Animation 12 8mo 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 8mo ago
Eli-yu-first

Game Balance Calculator

by Eli-yu-first

"Calculate and optimize game economy balance, weapon stats, and progression curves"

Automation 7 7mo ago
rudedogg

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.

API Dev 39 8mo ago
cazala

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.

Debugging 34 8mo ago
xenitV1

game-design

by xenitV1

Game design principles. GDD structure, balancing, player psychology, progression.

Game Dev 127 9mo ago
verekia

camera-shake

by verekia

Shake the camera when the player takes damage or on impacts for visual feedback.

Game Dev 31 9mo ago
verekia

bone-attachment

by verekia

Attach meshes to bones of a skinned mesh, such as attaching a sword to a character's hand.

Code Gen 31 9mo ago