Game Dev

Game development and game engine tools

Showing 841-861 of 861 skills
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 9mo ago
SneakKestrel16

code-review

by SneakKestrel16

"Architectural code review — coding standards, SOLID, testability, performance concerns."

Game Dev 0 1d 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 10mo 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 10mo ago
SneakKestrel16

reverse-document

by SneakKestrel16

"Generate missing design or architecture docs from existing implementation — works backwards from code and prototypes."

Design 0 1d 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 8mo 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 7mo ago
Gustavaopere

minecraft-audio-design

by Gustavaopere

Use when designing, implementing, reviewing, or debugging sound for Minecraft spells, abilities, entities, items, machines, ambience, impacts, loops, and other project-owned audio that must remain causally aligned with gameplay and readable in the modpack mix.

Game Dev 0 1mo ago
SneakKestrel16

day-one-patch

by SneakKestrel16

"Day-one launch patch — focused fix for known issues found after gold master. Mini-sprint with QA gate and rollback."

Code Gen 0 1d ago
SashkoSoft

godot-walkability

by SashkoSoft

Проверка проходимости построенного уровня в Godot физикой, а не графом. Используй, когда уровень строится из кода (планировка, лабиринт, процедурное здание) и надо убедиться, что игрок действительно доходит до каждого помещения; когда «по логике связано, а пройти нельзя»; когда игрок застревает в дверях, не может подняться по лестнице или проваливается между этажами.

Processing 0 28d ago
arabold

genre-action-combat

by arabold

Art direction for action, hack-and-slash, beat 'em up, and fighting-game readable combat spaces and prop language in Blender.

Design 4 7d 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 8mo 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 8mo ago
SneakKestrel16

playtest-report

by SneakKestrel16

"Structured playtest report template, or turn existing playtest notes into structured feedback."

Code Review 0 1d 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 888 24d 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 583 1mo ago
pluginagentmarketplace

level-design

by pluginagentmarketplace

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

Game Dev 44 9mo ago
OpusGameLabs

game-qa

by OpusGameLabs

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

Accessibility 347 1mo 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 59 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 11 17d 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 7mo ago