Game Dev

Game development and game engine tools

Showing 577-600 of 861 skills
creator-hian

csharp-code-style

by creator-hian

C# code style and naming conventions based on POCU standards. Covers naming rules (mPascalCase for private, bBoolean prefix, EEnum prefix), code organization, C# 9.0 patterns. Use PROACTIVELY for C# code reviews, refactoring, or establishing project standards.

Code Gen 11 9mo ago
creator-hian

unity-csharp-fundamentals

by creator-hian

Unity C# fundamental patterns including TryGetComponent, SerializeField, RequireComponent, and safe coding practices. Essential patterns for robust Unity development. Use PROACTIVELY for any Unity C# code to ensure best practices.

Code Gen 11 10mo ago
creator-hian

unity-performance

by creator-hian

Optimize Unity game performance through profiling, draw call reduction, and resource management. Masters batching, LOD, occlusion culling, and mobile optimization. Use for performance bottlenecks, frame rate issues, or optimization strategies.

Game Dev 11 10mo ago
creator-hian

unity-async

by creator-hian

Handle Unity's asynchronous programming patterns including coroutines, async/await, and Job System. Masters Unity's main thread restrictions and threading models. Use when guidance needed on Unity async operations, coroutine optimization, or parallel processing in Unity context.

Processing 11 10mo ago
creator-hian

unity-textmeshpro

by creator-hian

TextMeshPro (TMPro) expert for Unity text rendering with advanced typography, performance optimization, and professional text effects. Masters font asset creation, dynamic fonts, rich text formatting, material presets, and text mesh optimization. Use PROACTIVELY for text rendering, font management, localization text, UI text performance, or text effects implementation.

Design 11 10mo ago
creator-hian

unity-r3

by creator-hian

R3 (Reactive Extensions) library expert specializing in modern reactive programming patterns, event-driven architectures, and Observable streams. Masters R3-specific features, async enumerable integration, and Unity-optimized reactive patterns. Use PROACTIVELY for R3 implementation, reactive programming, or MVVM/MVP architecture.

Code Gen 11 10mo ago
creator-hian

unity-testrunner

by creator-hian

Unity Test Framework CLI automation and test writing patterns. Masters batchmode execution, NUnit assertions, EditMode/PlayMode testing, and TDD workflows. Use PROACTIVELY for test automation, CI/CD pipelines, or test-driven development in Unity.

CI/CD 11 8mo ago
creator-hian

unity-vcontainer

by creator-hian

VContainer dependency injection expert specializing in IoC container configuration, lifecycle management, and Unity-optimized DI patterns. Masters dependency resolution, scoped containers, and testable architecture design. Use PROACTIVELY for VContainer setup, service registration, or SOLID principle implementation.

Docker 11 10mo ago
creator-hian

unity-unirx

by creator-hian

UniRx (Reactive Extensions) library expert for legacy Unity projects. Specializes in UniRx-specific patterns, Observable streams, and ReactiveProperty. Use for maintaining existing UniRx codebases. For new projects, use unity-r3 skill instead.

Code Gen 11 10mo ago
creator-hian

unity-mobile

by creator-hian

Optimize Unity games for mobile platforms with IL2CPP, platform-specific code, and memory management. Masters iOS/Android deployment, app size reduction, and battery optimization. Use for mobile builds, platform issues, or device-specific optimization.

Game Dev 11 10mo ago
creator-hian

unity-ui

by creator-hian

Build and optimize Unity UI with UI Toolkit and UGUI. Masters responsive layouts, event systems, and performance optimization. Use for UI implementation, Canvas optimization, or cross-platform UI challenges.

Game Dev 11 10mo ago
creator-hian

unity-collection-pool

by creator-hian

Unity Collection Pool expert for GC-free collection management using ListPool, DictionaryPool, HashSetPool, and ObjectPool. Masters memory optimization, pool sizing, and allocation-free patterns. Use PROACTIVELY for collection allocations, GC pressure reduction, temporary list/dictionary usage, or performance-critical code paths.

Game Dev 11 10mo ago
Demerzels-lab

game-light-tracker

by Demerzels-lab

Track live NFL, NBA, NHL, or MLB games and automatically change Hue light colors based on which team is leading. Use when user wants to sync smart lights with live sports scores for visual game tracking. Supports NFL, NBA, NHL, and MLB games with customizable team colors.

Automation 10 8mo ago
farworld-labs

remix-agent-publish

by farworld-labs

Build Remix games for remix.gg with the server-api v1 agents REST API and Farcade game SDK requirements.

API Dev 10 8mo ago
Demerzels-lab

hustle

by Demerzels-lab

"ZeroEx Hustle: Arbitrage Intelligence & Operations Engine. Manage vaults, payouts, and game automation monitoring."

CLI Tools 10 8mo ago
farworld-labs

phaser-2d-arcade

by farworld-labs

Build mobile-first 2D browser games with Phaser 3 Arcade Physics, tuned for Remix/Farcade constraints and single-file delivery.

File Ops 10 8mo ago
solanabr

solana-game

by solanabr

Solana game development with Unity, React Native, and web. Extends solana-dev-skill with gaming-specific patterns including Solana.Unity-SDK, Mobile Wallet Adapter, PlaySolana/PSG1, wallet integration, NFT systems, transaction building, and game architecture. For program development (Anchor, Pinocchio), delegates to core solana-dev skill.

Game Dev 9 8mo 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 3mo ago
CK42BB

procedural-starfield

by CK42BB

Generate stunning procedural night skies, starfields, nebulae, and celestial phenomena in Three.js using WebGPU compute with WebGL2 fallback. Covers scientifically-grounded starfields with spectral color temperature, magnitude-based brightness, and twinkling; volumetric nebulae with emission/absorption/reflection types; the Milky Way band; constellations with optional line overlays; planets and moons with phase lighting; shooting stars and meteor showers; aurora integration; eclipses (solar and lunar); comets with ion/dust tails; galaxies as deep-sky backdrop objects; and a full sky dome controller with time-of-night progression, moon phases, and horizon glow. Triggers: "procedural starfield", "night sky", "star rendering", "nebula", "deep space", "milky way", "constellation", "shooting star", "meteor shower", "celestial", "space background", "starbox", "skybox stars", "galaxy background", "moon phases", "comet", "eclipse", "space scene", "star shader".

Code Gen 8 8mo ago
gked2121

game-recap-generator

by gked2121

Convert game stats and highlights into engaging recaps. Multiple styles: Twitter thread, Instagram carousel, blog post, newsletter.

Code Gen 2 12mo ago
gked2121

game-strategy-simulator

by gked2121

What-if scenario analyzer for sports. Play-calling recommendations, clock management, substitution patterns, risk/reward calculations.

Code Gen 2 12mo ago
gked2121

game-builder

by gked2121

Convert any topic into playable browser games. Types: trivia, matching, word puzzles, adventure games. Uses Phaser.js or Kaboom.js.

Code Gen 2 12mo ago
ariffazil

apex-theory

by ariffazil

Unified APEX Theory — physics + math + symbolic code + meaning. Three-stream synthesis: Federation APEX (constitutional self-critique), arXiv APEX (physics-grounded LLM planning), Thermodynamic APEX (energy-information equivalence). Load this skill when working on intelligence architecture, physics-based AI planning, constitutional governance, or thermodynamic models of meaning. F2 TRUTH: label all claims OBS/DER/INT/SPEC.

Code Review 2 2mo ago
ringuemkt-rgb

cria-grappling-motion-lab

by ringuemkt-rgb

Use for CRIA DO TATAME grappling motion capture, video corpus intake, pose/contact reconstruction, biomechanical annotation, motion-reference production, dataset QA and handoff into Grappling Runtime and Sprite Forge. Rights, source provenance and expert review are fail-closed.

Comments 1 1mo ago