Game Dev

Game development and game engine tools

Showing 553-576 of 576 skills
clabcraw

clabcraw

by clabcraw

Play heads-up no-limit poker on the Clabcraw arena for USDC

Code Review 0 6mo ago
weltogeisto

Aura of the 21st Century — Claude Skills

by weltogeisto

Change Stirner's €∞ value or hidden location

Code Gen 0 7mo ago
kanoan7643

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.

Game Dev 0 3mo ago
Abstrucked

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.

Code Gen 0 7mo ago
shasha1108

healing-space

by shasha1108

Use this skill when a user asks you to build an interactive webpage driven by their touch — clicking, tapping, or dragging — where the goal is emotional release, stress relief, or calm. The user tells you how they feel (焦虑, 疲惫, 难过, 愤怒, 失恋, stressed, anxious, sad, angry, heartbroken) and wants a standalone HTML page where their interaction transforms visuals and sound from tension toward peace. Also covers: 治愈网页, 枯山水禅意交互, 颂钵疗愈, 正念冥想, immersive sound baths, zen sand gardens, and emotional release interactive art. Do NOT use for data charts, static layouts, celebration/firework effects, framework-specific UI (React, Vue, 小程序), or text-only content.

Game Dev 0 2mo ago
jsjzhzjznzn

unity-prefab

by jsjzhzjznzn

Manage Prefabs and variants

Game Dev 4 9d ago
koshimazaki

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.

Game Dev 0 6mo ago
Unity-Technologies

urp-postprocessing

by Unity-Technologies

Sets up, configures, and debugs URP post-processing effects using the Volume framework. Use when the user asks about bloom, tonemapping, color adjustments, depth of field, vignette, motion blur, or other Volume overrides in a URP project.

Game Dev 601 25d ago
violabg

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.

Code Gen 0 8mo ago
Chen19007

godot-tdd-full

by Chen19007

Complete TDD workflow for Godot projects. Integrates interface design, GUT testing, code implementation, and verification tools.

Processing 0 8mo ago
Unity-Technologies

validate-urp-render-graph-renderer-feature

by Unity-Technologies

Use when the user wants to review or validate a Unity 6+ URP ScriptableRendererFeature that uses the Render Graph API. Checks for correctness issues - resource wiring, material binding, execution structure, descriptor usage, global resource exposure, and Render Graph best practices.

Game Dev 601 25d ago
fusionet24

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.

Code Review 0 8mo ago
Abstrucked

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.

Processing 0 7mo ago
BaekNothing

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.

Automation 0 6mo ago
arabold

godot-mcp

by arabold

Use when working on this Godot 4.7 C# project's scenes, GridMaps, mesh libraries, or .tres/.tscn resources — including hand-authoring or validating resources, fixing UID/import issues, and editor or headless game smoke checks. Covers this machine's Godot and dotnet binary paths, the build->import->validate workflow, and a headless GDScript validation harness. Not needed for pure C# logic changes where dotnet build alone verifies the work.

Game Dev 4 2mo ago
tippyentertainment

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.

Game Dev 0 6mo ago
Chen19007

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.

API Dev 0 7mo ago
thedivergentai

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."

Game Dev 594 4d ago
hatayama

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 Dev 518 4mo ago
laurigates

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.

Game Dev 53 6mo ago
OpusGameLabs

game-qa

by OpusGameLabs

Game QA testing with Playwright — visual regression, gameplay verification, performance, and accessibility for browser games

Accessibility 321 9d ago
pluginagentmarketplace

level-design

by pluginagentmarketplace

Level design fundamentals, pacing, difficulty progression, environmental storytelling, and spatial design for engaging gameplay experiences.

Game Dev 32 8mo ago
samhvw8

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."

Game Dev 10 10d ago
kody-w

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.

Game Dev 1 6mo ago