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Game Dev
Game development and game engine tools
flame-game-dev
by miles990
Flame Engine 2D game development master index - core, systems, templates
pixel-perfect
by dzyamik
MIT.
2d-games
by slurpyb
2D game development principles. Sprites, tilemaps, physics, camera.
aseprite-frame-extract
by Chen19007
Batch-export per-tag animation frames from .aseprite files into categorized folders; use when asked to extract frames, split tags, or organize Aseprite animations into folders for engines like Godot.
clabcraw
by clabcraw
Play heads-up no-limit poker on the Clabcraw arena for USDC
Aura of the 21st Century — Claude Skills
by weltogeisto
Change Stirner's â¬â value or hidden location
game-playtest-squad
by kanoan7643
Run evidence-based multi-agent or multi-profile playtests for browser, desktop, or mobile games across genres such as action, platformer, shooter, RPG, adventure, puzzle, card/deckbuilder, strategy, sim/management, racing, rhythm, narrative, and multiplayer games. Use when Codex is asked to test a game with several agents/players, simulate beginner-to-mid skill levels, validate first-run behavior, investigate loading/image/audio/input/performance/network issues, compare playtest tiers such as 3-player quick, 5-player standard, or 5-player slow-network, gather feedback, then iterate fixes and retest.
hytopia-physics
by Abstrucked
Helps implement physics and collision in HYTOPIA SDK games. Use when users need rigid bodies, collision detection, raycasting, forces, or physics-based gameplay. Covers PhysicsComponent, colliders, raycasting, and physics simulation.
game-dev-studio
by D1124423017
當使用者想製作、設計、開發、修改、分析或優化任何遊戲專案時使用。 你需要作為一個完整的遊戲開發團隊來工作,從遊戲製作人、遊戲企劃、 程式設計師、UI/UX 設計師、遊戲美術、音效顧問、QA 與犀利測試玩家等 多重角度協助使用者,把模糊想法轉化為可執行的遊戲企劃、技術架構、 視覺方案、測試流程與開發任務。 適用 Unity、Unreal、Godot、HTML Canvas、Web Game、2D、3D 與遊戲原型開發。
ue5-blueprint-audio
by koshimazaki
Unreal Engine 5 Blueprint audio specialist. Use when working with Blueprint audio logic, game event detection, parameter wiring, audio components, scanning blueprints for audio nodes, listing project assets, or connecting game state to audio systems via UE5.
quiz-game-mechanics
by violabg
Implement quiz game logic including game creation, player turn management, score calculation, answer validation, and game completion. Use when building game flows, turn-based mechanics, and scoring algorithms.
godot-tdd-full
by Chen19007
Complete TDD workflow for Godot projects. Integrates interface design, GUT testing, code implementation, and verification tools.
databricks-query
by fusionet24
Execute SQL queries against Databricks using the DBSQL MCP server. Use when querying Unity Catalog tables, running SQL analytics, exploring Databricks data, or when user mentions Databricks queries, SQL execution, Unity Catalog, or data warehouse operations. Handles query execution, result formatting, and error handling.
hytopia-persisted-data
by Abstrucked
Helps save and load persistent data in HYTOPIA SDK games. Use when users need to save player progress, leaderboards, game state, or any data that persists across sessions. Covers PersistenceManager, global data, and player data.
project-w-unity-mcp-ssot-automation
by BaekNothing
Create and update Unity scripts with Unity MCP while handling Unity Editor actions in the same workflow, always grounded in Project_W SSOT documents under Assets/Specification. Use when requests involve script generation, editor manipulation, or implementation updates that must be traceable to specification and must always include paired Unity Test Framework tests.
unreal-3d-game-developer
by tippyentertainment
Help architect, implement, and optimize 3D games and simulations in Unreal Engine using C++, Blueprints, and modern UE5 workflows.
godot-web-e2e
by Chen19007
End-to-end testing for any Godot Web export using Chrome DevTools and a local HTTP server. Use when verifying gameplay behavior in a Web build (not editor) and you need repeatable DevTools-driven input checks and console evidence.
godot-genre-party
by thedivergentai
"Expert blueprint for party games including minigame resource system (define via .tres files), local multiplayer input (4-player controller management), asymmetric gameplay (1v3 balance), scene management (clean minigame loading/unloading), persistent scoring (track wins across rounds), and split-screen rendering (SubViewport per player). Use for Mario Party-style games or WarioWare collections. Trigger keywords: party_game, minigame_collection, local_multiplayer, asymmetric_gameplay, split_screen, dynamic_input_mapping."
uloop-control-play-mode
by hatayama
"Control Unity Editor play mode. Use when: starting/stopping/pausing play mode, testing game behavior, or when user asks to play or stop. Controls play/stop/pause of Unity Editor."
game-qa
by OpusGameLabs
Game QA testing with Playwright â visual regression, gameplay verification, performance, and accessibility for browser games
bevy-game-engine
by laurigates
Bevy game engine development including ECS architecture, rendering, input handling, asset management, and game loop design. Use when building games with Bevy, working with entities/components/systems, or when the user mentions Bevy, game development in Rust, or 2D/3D games.
level-design
by pluginagentmarketplace
Level design fundamentals, pacing, difficulty progression, environmental storytelling, and spatial design for engaging gameplay experiences.
3d-graphics
by samhvw8
"3D web graphics with Three.js (WebGL/WebGPU). Capabilities: scenes, cameras, geometries, materials, lights, animations, model loading (GLTF/FBX), PBR materials, shadows, post-processing (bloom, SSAO, SSR), custom shaders, instancing, LOD, physics, VR/XR. Actions: create, build, animate, render 3D scenes/models. Keywords: Three.js, WebGL, WebGPU, 3D graphics, scene, camera, geometry, material, light, animation, GLTF, FBX, OrbitControls, PBR, shadow mapping, post-processing, bloom, SSAO, shader, instancing, LOD, WebXR, VR, AR, product configurator, data visualization, architectural walkthrough, interactive 3D, canvas. Use when: creating 3D visualizations, building WebGL/WebGPU apps, loading 3D models, adding animations, implementing VR/XR, creating interactive graphics, building product configurators."
ZION Protocol Guide for AI Players
by kody-w
ZION is developed using the River Rock Polish methodology: continuous micro-polishing passes over existing gameplay rather than feature accumulation. Like a river smoothing stones, each pass removes one rough edge — a misaligned panel, a confusing notification, a dead empty state. No new features. Just making what exists feel inevitable. The goal is Nintendo/Valve-quality feel in every interaction.