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Game Dev
Game development and game engine tools
mcp-source
by CoplayDev
Switch MCP for Unity package source in connected Unity projects. Use /mcp-source [main beta branch local] to swap between upstream releases, your remote branch, or local dev checkout.
godot-adapt-desktop-to-mobile
by thedivergentai
"Expert patterns for porting desktop games to mobile including touch control schemes (virtual joystick, gesture detection), UI scaling for small screens, performance optimization for mobile GPUs, battery life management, and platform-specific features. Use when creating mobile ports or cross-platform mobile builds. Trigger keywords: TouchScreenButton, virtual_joystick, gesture_detector, InputEventScreenTouch, InputEventScreenDrag, mobile_optimization, battery_saving, adaptive_performance, MOBILE_ENABLED."
uloop-get-hierarchy
by hatayama
"Get Unity Hierarchy structure. Use when: inspecting scene structure, exploring GameObjects, checking parent-child relationships, or when user asks about hierarchy. Returns the scene's GameObject tree with components."
brainstorm
by Donchitos
"Guided game concept ideation — from zero idea to a structured game concept document. Uses professional studio ideation techniques, player psychology frameworks, and structured creative exploration."
team-narrative
by Donchitos
"Orchestrate the narrative team: coordinates narrative-director, writer, world-builder, and level-designer to create cohesive story content, world lore, and narrative-driven level design."
game-builder
by OneWave-AI
Convert any topic into playable browser games. Types: trivia, matching, word puzzles, adventure games. Uses Phaser.js or Kaboom.js.
game-strategy-simulator
by OneWave-AI
What-if scenario analyzer for sports. Play-calling recommendations, clock management, substitution patterns, risk/reward calculations.
databricks-metric-views
by databricks-solutions
"Unity Catalog metric views: define, create, query, and manage governed business metrics in YAML. Use when building standardized KPIs, revenue metrics, order analytics, or any reusable business metrics that need consistent definitions across teams and tools."
unity-mcp-orchestrator
by CoplayDev
Orchestrate Unity Editor via MCP (Model Context Protocol) tools and resources. Use when working with Unity projects through MCP for Unity - creating/modifying GameObjects, editing scripts, managing scenes, running tests, or any Unity Editor automation. Provides best practices, tool schemas, and workflow patterns for effective Unity-MCP integration.
design-review
by Donchitos
"Reviews a game design document for completeness, internal consistency, implementability, and adherence to project design standards. Run this before handing a design document to programmers."
team-audio
by Donchitos
"Orchestrate audio team: audio-director + sound-designer + technical-artist + gameplay-programmer for full audio pipeline from direction to implementation."
databricks-zerobus-ingest
by databricks-solutions
"Build Zerobus Ingest clients for near real-time data ingestion into Databricks Delta tables via gRPC. Use when creating producers that write directly to Unity Catalog tables without a message bus, working with the Zerobus Ingest SDK in Python/Java/Go/TypeScript/Rust, generating Protobuf schemas from UC tables, or implementing stream-based ingestion with ACK handling and retry logic."
setup-engine
by Donchitos
"Configure the project's game engine and version. Pins the engine in CLAUDE.md, detects knowledge gaps, and populates engine reference docs via WebSearch when the version is beyond the LLM's training data."
game-development
by vudovn
Game development orchestrator. Routes to platform-specific skills based on project needs.
team-combat
by Donchitos
"Orchestrate the combat team: coordinates game-designer, gameplay-programmer, ai-programmer, technical-artist, sound-designer, and qa-tester to design, implement, and validate a combat feature end-to-end."
team-level
by Donchitos
"Orchestrate level design team: level-designer + narrative-director + world-builder + art-director + systems-designer + qa-tester for complete area/level creation."
8bit-docs-patterns
by TheOrcDev
Create documentation with gaming-specific examples, retro styling, and 8-bit terminology. Apply when documenting gaming blocks, RPG components, or retro-styled UI elements.
gaming-ui-state-management
by TheOrcDev
Patterns for game-like interfaces - health bars, XP bars, mana bars. Apply when building RPG/retro gaming UI components with state-driven visuals.
neta
by talesofai
Neta capability index and routing skill - help choose the appropriate Neta-related skill (neta-space / neta-creative / neta-adventure / neta-community / neta-suggest). Use this skill when you need to understand Neta's overall capabilities, decide which skill fits the current task, or migrate from older documentation that referenced the monolithic neta skill.
game-designer
by OpusGameLabs
Game UI/UX designer that analyzes and improves the visual polish, atmosphere, and player experience of browser games. Use when a game needs visual improvements, better backgrounds, particles, animations, screen transitions, juice/feel, or overall aesthetic upgrades.
game-theory-tit-for-tat
by flpbalada
Apply Tit for Tat strategy for negotiations, relationships, and repeated
game-architect
by Yuki001
READ this skill when designing or planning any game system architecture — including combat, skills, AI, UI, multiplayer, narrative, or scene systems. Contains paradigm selection guides (DDD / Data-Driven / Prototype), system-specific design references, and mixing strategies. Works as a domain knowledge plugin alongside workflow skills (OpenSpec, SpecKit) or plan mode of an agent.
game-assets
by OpusGameLabs
Game asset engineer that creates pixel art sprites, animated characters, and visual entities for browser games. Use when a game needs better character art, enemy sprites, item visuals, or any upgrade from basic geometric shapes to recognizable pixel art.
review-game
by OpusGameLabs
Review an existing game codebase for architecture, performance, and best practices