Game Dev

Game development and game engine tools

Showing 505-528 of 861 skills
Dev-GOM

auto-release-manager

by Dev-GOM

Automate version updates and releases for any project type (Node.js, Python, Rust, Unity, Unreal, etc.). Detect project type, update version files, generate CHANGELOG, and handle git operations with cross-platform support.

Code Gen 97 12mo ago
andreev-danila

reanimated-skia-performance

by andreev-danila

"Write and review high-performance React Native animations and 2D graphics using react-native-reanimated (v4+) and @shopify/react-native-skia (Canvas scenes, runtime effects/shaders). Use for: gesture-driven interactions, spring/timing transitions, layout/mount animations, Reanimated CSS transitions/animations, Skia drawings, animated shader uniforms, path/vector interpolation, dev-mode tuning panels (sliders), and diagnosing animation jank (JS thread stalls, excessive re-renders, per-frame allocations)."

Animation 24 9mo ago
gigio1023

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.

Game Dev 3 6mo ago
jeong-sik

frame-progress

by jeong-sik

Interpret MSX observed frame progress rows and select their two original capture references without confusing frames with game success.

Game Dev 3 1mo ago
jeong-sik

msx-observation-rows

by jeong-sik

Read selected MSX frames and input history from existing Lane observation rows with their machine incarnation, source coverage, and original evidence.

Automation 3 1mo ago
jeong-sik

dos-play

by jeong-sik

Play the shared DOS machine with other Keepers — who holds the controller and how to pass it in a hotseat game, reading VGA screens through the PNG artifact, when a call has really settled, and where a game's own saves live.

File Ops 3 1mo ago
jeong-sik

sangokushi-3

by jeong-sik

"삼국지 III (Koei 1993, Korean) on the shared DOS machine: boot with KOEI.COM, the copy-protection code, the numbered prompts from main menu to the first ruler's turn, a 2-player hotseat, and ending a month. Apply a fact only when the visible prompt matches it."

Game Dev 3 1mo ago
MuharremTozan

context-bridge

by MuharremTozan

Start a context synchronization session between World-Building and Unity projects. Scans the current project for critical updates (lore, mechanics, assets) and update a shared context file to keep the other project informed.

Automation 17 8mo ago
MuharremTozan

unity-so-prefab-manager

by MuharremTozan

"Manages the structured relationship between ScriptableObjects (Data) and Prefabs (Logic/Visuals) in Unity 6. Follows the 'SO-to-Mono' Bridge pattern to ensure instance independence (e.g., individual health for identical robots) while maintaining a clean, data-driven architecture. Use when: (1) Creating new unit/item types, (2) Wiring SO data to Prefab MonoBehaviours, (3) Resolving data-sharing bugs where changing one SO affects all instances."

Code Gen 17 8mo ago
vercel-labs

ralph-gpu

by vercel-labs

Minimal WebGPU shader library for creative coding and real-time graphics. Provides fullscreen passes, particles, compute shaders, render targets, and ping-pong buffers with automatic uniform bindings and global time/resolution tracking.

Code Gen 57 8mo ago
skala-io

jurisdiction-advisor

by skala-io

"Advise startup founders on choosing the best jurisdiction and legal entity for their business. Triggers when users ask about where to incorporate, which state/country to register a company, choosing between Delaware vs other states, offshore vs US incorporation, entity types (C-Corp, LLC, PBC), or jurisdiction selection for specific industries (crypto, AI, SaaS, GameDev, solopreneurs). Also triggers for questions about startup formation, company registration, or corporate structure decisions."

Finance 53 8mo ago
dylantarre

icon-system

by dylantarre

Implements scalable icon systems with SVG sprites or React/Vue components. Use when setting up icon libraries, creating icon sizing tokens, optimizing SVGs, or building accessible icon buttons.

Accessibility 50 9mo ago
CK42BB

procedural-clouds

by CK42BB

Generate beautiful procedural clouds in Three.js using WebGPU raymarching with WebGL2 billboard/mesh fallbacks. Covers all 10 major cloud genera (cumulus, stratus, cirrus, cumulonimbus, stratocumulus, altocumulus, altostratus, nimbostratus, cirrostratus, cirrocumulus) with physically-inspired lighting including silver linings, god rays, sunset coloring, and Mie/Rayleigh scattering approximation. Provides volumetric raymarching, billboard impostor, and mesh-cluster rendering paths with animated drift, morphing, and dynamic formation/dissipation. Use when building skies, cloudscapes, weather systems, flight scenes, atmospheric backgrounds, or any scene requiring clouds. Triggers: "procedural clouds", "cloud rendering", "volumetric clouds", "skybox clouds", "cloudscape", "cumulus", "cirrus", "storm clouds", "cloud shader", "cloud billboard", "raymarched clouds", "cloud lighting", "god rays", "sky rendering".

Code Gen 49 8mo ago
qodex-ai

autonomous-agent-gaming

by qodex-ai

Build autonomous game-playing agents using AI and reinforcement learning. Covers game environments, agent decision-making, strategy development, and performance optimization. Use when creating game-playing bots, testing game AI, strategic decision-making systems, or game theory applications.

Agents 45 9mo ago
DSTN2000

unreal-engine

by DSTN2000

Comprehensive Unreal Engine C++ and Blueprint development assistant with deep project structure understanding. Use when helping with Unreal Engine projects, including: C++ gameplay programming, Blueprint development, input system configuration (Enhanced Input), Gameplay Ability System (GAS), project structure navigation, asset discovery and referencing, plugin integration (experimental/beta), API lookups for underdocumented features, and debugging. Triggers on any Unreal Engine development question, especially when working within a .uproject directory.

File Ops 38 10mo ago
ZhangHanDong

xor-shader-techniques

by ZhangHanDong

Use when implementing shader effects like turbulence, fluid, fire, smoke, procedural noise, starfields, volumetric rendering, raymarching, glow, antialiasing, fractal texturing, or optimizing shader performance with cheap alternatives. Triggers on: shader techniques, shader tricks, shader optimization, turbulence shader, fluid shader, fire shader, smoke shader, procedural noise, dot noise, gyroid noise, efficient chaos, star field, particle scatter, fractal texturing, LOD texturing, texture scaling, volumetric rendering, raymarching, glow effects, antialiasing, analytic antialiasing, fwidth, shader performance, cheap shader effects, GLSL tricks, shader math, shader formulas, Xor shader, GM Shaders, mini.gmshaders.com

Animation 37 8mo ago
brandonocasey

host-preflight

by brandonocasey

"Check local or SSH tool availability before unfamiliar tools, agent assignments, or host-specific workflows."

Game Dev 0 11d ago
joneqian

sequelize-patterns

by joneqian

Sequelize Node.js ORM for SQL databases. Use for database models, migrations, associations, queries, transactions, validations, hooks, and working with PostgreSQL, MySQL, MariaDB, SQLite, SQL Server.

Game Dev 32 9mo ago
Hmbown

game-asset-generator

by Hmbown

Generate game assets: character concepts, item icons, ambient music, and preview trailers.

Game Dev 28 9mo ago
odysseythink

unreal-blueprints

by odysseythink

Build Unreal Engine 5 gameplay with Blueprint visual scripting: Blueprint Classes, the Event Graph and Construction Script, variables/functions/macros, and Blueprint communication (Cast, Interfaces, Event Dispatchers). Use when working in Blueprints, wiring an event graph, deciding how Blueprints talk to each other, or when the user mentions Blueprint, BP, event graph, construction script, or a Blueprint .uasset.

Game Dev 2 1mo ago
odysseythink

dialogue-systems

by odysseythink

Build branching dialogue and narrative — a node/choice graph with conditions, variables, and localization hooks — and choose between authoring tools Ink and Yarn Spinner or a custom data-driven runner. Engine-neutral. Use when the user mentions dialogue system, branching dialogue, conversation tree, choices, Ink (.ink), Yarn Spinner (.yarn), or NPC dialogue.

Game Dev 2 1mo ago
odysseythink

audio-design

by odysseythink

Implement game audio practice — bus/mixer architecture and gain in decibels, ducking (sidechain), adaptive/dynamic music via layering and re-sequencing, SFX variation, and beat synchronization. Engine-neutral. Use when the user mentions audio mixing, audio buses, adaptive/dynamic music, ducking, SFX variation, music layers, or syncing gameplay to the beat.

Game Dev 2 1mo ago
odysseythink

unity-csharp-scripting

by odysseythink

Write Unity 6.3 LTS C# gameplay scripts: the MonoBehaviour lifecycle (Awake/OnEnable/Start/Update/FixedUpdate/LateUpdate), GameObject and component access, coroutines, and Inspector serialization. Use when creating or editing .cs scripts in a Unity project, or when the user mentions MonoBehaviour, Start/Update, GetComponent, SerializeField, coroutines, or "Unity script".

Game Dev 2 1mo ago
odysseythink

roguelike

by odysseythink

Build a roguelike: turn-based grid movement, procedural dungeons, permadeath, field-of-view, and loot tables. Use for a roguelike/roguelite or turn-based grid dungeon crawler with procedural levels.

Game Dev 2 1mo ago