Game Dev

Game development and game engine tools

Showing 697-720 of 824 skills
mishankov

nba-game-intel

by mishankov

Retrieve NBA game information from ESPN public APIs, including daily scoreboards, game summaries, boxscores, play-by-play, team lists, team schedules, and standings context. Use when requests ask for NBA scores, live game status, specific game-id details, or team-centric recent/upcoming game context.

API Dev 0 8mo ago
cuozg

unity-document-system

by cuozg

Write system documentation with architecture diagrams, data flows, and usage guides for Unity systems. Triggers — 'document system', 'system documentation', 'write system docs', 'architecture docs'.

Code Gen 0 7mo ago
cuozg

unity-debug-quick

by cuozg

Interactively diagnose Unity bugs — parse symptom, investigate, propose 2+ solutions, user picks, fix, loop until resolved. Triggers — 'debug this', 'why is this broken', 'fix this bug', 'something is wrong', 'not working'.

Processing 0 7mo ago
Gustavaopere

minecraft-spell-production

by Gustavaopere

Use when a Minecraft spell or magical ability needs end-to-end production or review across mechanics, casting, animation, models, VFX, audio, feedback, accessibility, synchronization, lifecycle, and performance.

Accessibility 0 1mo ago
campbellmcgregor

first-principle-thinking

by campbellmcgregor

Expert methodology for breaking down complex problems into fundamental truths and rebuilding solutions from the ground up. Use when users need breakthrough innovation (not incremental improvement), question industry assumptions, face seemingly impossible problems, want to understand root causes, ask "why does this have to be this way", "rethink from scratch", "reimagine this", request analysis "from first principles", want to challenge conventional wisdom, question everything, or need to deconstruct problems to their core elements. Ideal for strategic decisions, innovation challenges, cost optimization, and escaping local optima.

Code Gen 0 11mo ago
PoleonDe

required-attribute

by PoleonDe

Use this skill when working with the Control Tools Required Attribute Unity package, especially when adding required-field validation, explaining package behavior, or changing its Unity Editor tooling.

Game Dev 0 5mo ago
odysseythink

level-design

by odysseythink

Design and build playable levels — the blockout/whitebox-to-playable workflow, player metrics and grid layout, pacing and flow (tension/rest curve), gating and the critical path, and encounter design. Engine-neutral practice. Use when the user mentions level design, blockout/whitebox/greybox, level layout, level pacing, encounter design, or the critical path through a level.

Game Dev 2 1mo ago
fusionet24

unity-catalog-tagger

by fusionet24

Manage Unity Catalog metadata tags for data governance and classification. Use when applying tags to tables and columns, classifying data sensitivity (PII, PHI), marking data quality attributes, or when user mentions Unity Catalog tagging, metadata management, data governance, or compliance workflows.

Processing 0 10mo ago
Kadajett

ts-tui-game-skill

by Kadajett

Build beautiful, performant TUI applications and games with TypeScript and blessed. Provides patterns, templates, and best practices for terminal interfaces.

Game Dev 0 8mo ago
verustcode

skills-bundle

by verustcode

Use when user describes a complex project goal, wants to set up multiple skills at once, asks "what skills do I need for X", or needs to manage installed skill bundles. Triggers on multi-skill setup, skill combination, project bootstrapping, or batch skill management.

Code Review 0 8mo ago
ScruffyProdigy

game-architecture

by ScruffyProdigy

Code-level architecture patterns for browser games -- EventBus, centralized GameState, constants, module layering, restart-safety, communication systems (chat/emotes/quick-chat), and implementing client-side prediction/server reconciliation ("predict and rewind"). Use when structuring a new game project, organizing game code, deciding how systems should communicate, or making architectural decisions about game code. Applies to single-player and multiplayer games alike. For multiplayer-specific design concerns (client/server authority, disconnect/reconnect, turn structure, competitive balance, anti-cheat, lobby UX), use the multiplayer-game-design skill instead.

Game Dev 0 2mo ago
veithly

monad-casino-agent

by veithly

"🎰 Monad Casino - An AI-powered casino where OTHER AI agents gamble against each other. You're the house. The house always wins. Built for Moltiverse Hackathon."

Agents 0 8mo ago
interaeronav

tee-usage

by interaeronav

Drive TEE's lanes - Blender or Unreal scenes, partkiln mechanical CAD, seamkiln garments, and the headless point-cloud, PDF, extraction and sense lanes - through the TEE MCP server with minimal tokens; the macro-first, diff-based operating procedure. Use whenever a TEE server (tee_* tools) is connected and you are modelling, drafting, measuring, extracting, furnishing, or verifying anything it serves.

File Ops 0 1mo ago
odysseythink

phaser-arcade-physics

by odysseythink

Use Phaser 4 Arcade Physics: enable the world, give sprites bodies, set velocity/acceleration/gravity, and resolve collisions with colliders, overlaps, groups, and world bounds. Use when a Phaser game needs movement or collisions — when the user mentions Arcade Physics, this.physics, setVelocity, collider, overlap, gravity, onFloor, or a platformer/top-down controller. For game config, scenes, and the loader use phaser-core.

Game Dev 2 1mo ago
Chen19007

godot-verify

by Chen19007

Validate Godot GDScript files using gdlint, gdformat, gdradon, and LSP diagnostics. Use when users want to: (1) Check code quality after making changes, (2) Validate before committing, (3) Run code metrics analysis, (4) Run export validation, (5) Get real-time LSP diagnostics. Uses command-line tools directly and MCP tools for LSP integration.

Code Review 0 8mo ago
miles990

flame-systems

by miles990

Flame Engine 14 game systems - quest, dialogue, inventory, combat, save/load, shop, crafting, and more

Academic 0 9mo ago
GilvanS

2d-games

by GilvanS

2D game development principles. Sprites, tilemaps, physics, camera.

Game Dev 1 7mo ago
wojons

ai-plays-poke

by wojons

"Autonomous Pokémon AI benchmarking system — PyBoy emulator, RAM-based game state reader, GOAP planner, vision pipeline. ~53,500 lines of specifications."

Code Review 0 3mo ago
Abstrucked

hytopia-events

by Abstrucked

Helps handle events and input in HYTOPIA SDK games. Use when users need to respond to player actions, game events, chat commands, or input handling. Covers event listeners, chat commands, player input, and game lifecycle events.

Code Gen 0 8mo ago
epun

threejs-postprocessing

by epun

Three.js post-processing - EffectComposer, bloom, DOF, screen effects. Use when adding visual effects, color grading, blur, glow, or creating custom screen-space shaders.

Code Gen 0 2mo ago
michaelkocandrle

ship-interior

by michaelkocandrle

Walkable ship interiors in gamespace - the project's own interior kit (Tools/Kit/: kit_build.py batches, kit_geo, kit_rules.json, kit_parts.json, import_kit.py, showroom on key U), kit rooms inside a ship (interior.kit_modules in <Ship>_hs.json, hs_interior.py, Tools/Assets/kit_rooms.py, kit_layout.py, hull_fit), the walkable ship (WalkSeat/WalkRamp sockets, SetInteriorWalk, F to stand up/sit/leave), interior lights (SHADOWED_SOCKETS, InteriorOnly, MegaLights), materials, grime cards, decals and labels, cockpit glass/hologram/control modules, space.Kit/space.Walk/space.Where console commands, measure_look targets and interior traps. Reference files: kit-design.md (kit design language, grid, sections, budgets) and steadfast-legacy.md (the old Steadfast interior pipeline). Load when adding or changing interior rooms, kit parts, props, decals, lights or materials, walking inside a ship, or fixing holes, flicker, grey checkerboard or wrong colours inside a ship.

Design 0 20d ago
Gustavaopere

minecraft-resource-pack

by Gustavaopere

"Create and debug Minecraft 1.21.x resource packs, including pack metadata, textures, models, blockstates, item definitions, sounds, fonts, animations, and shaders. Use for client-side visual or audio assets without gameplay code."

Processing 0 1mo ago
odysseythink

unreal-enhanced-input

by odysseythink

Set up player input in Unreal Engine 5 with Enhanced Input: Input Actions, Input Mapping Contexts, modifiers and triggers, adding the mapping context, and binding actions by ETriggerEvent. Use when wiring movement/look/jump input, creating IA_/IMC_ assets, binding in C++ or Blueprints, or when the user mentions Enhanced Input, Input Mapping Context, Input Action, IA_/IMC_, or ETriggerEvent.

Game Dev 2 1mo ago
4Players

odin

by 4Players

"ODIN platform by 4Players - real-time voice chat SDKs, game server hosting, and video conferencing. Use when: building applications with voice chat (Unity, Unreal, Web, Swift, Node.js, C/C++), deploying game servers with ODIN Fleet, or integrating video conferencing with ODIN Rooms."

CLI Tools 0 8mo ago