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Game Dev
Game development and game engine tools
databricks-docs
by databricks-solutions
"Databricks documentation reference. Use as a lookup resource alongside other skills and MCP tools for comprehensive guidance."
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."
uloop-compile
by hatayama
"Compile Unity project. Use when: verifying code compiles after edits, checking for compile errors, or when user asks to compile. Returns error/warning counts."
uloop-get-logs
by hatayama
"Check Unity Console logs. Use when: checking logs, debugging errors, investigating failures, or when user asks about console output. Key options: --log-type (Error/Warning/Log/All), --max-count, --search-text. Retrieves errors, warnings, and Debug.Log messages."
uloop-execute-dynamic-code
by hatayama
"Execute C# code dynamically in Unity Editor via uloop CLI. Use for editor automation: (1) Prefab/material wiring and AddComponent operations, (2) Reference wiring with SerializedObject, (3) Scene/hierarchy edits and batch operations. NOT for file I/O or script authoring."
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."
uloop-execute-menu-item
by hatayama
"Execute Unity MenuItem via uloop CLI. Use when you need to: (1) Trigger menu commands programmatically, (2) Automate editor actions (save, build, refresh), (3) Run custom menu items defined in scripts."
uloop-clear-console
by hatayama
"Clear Unity console logs. Use when: clearing console before tests, starting fresh debugging session, or when user asks to clear logs. Removes all log entries from Unity Console."
uloop-get-menu-items
by hatayama
"Retrieve Unity MenuItems via uloop CLI. Use when you need to: (1) Discover available menu commands in Unity Editor, (2) Find menu paths for automation, (3) Prepare for executing menu items programmatically."
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.
game-recap-generator
by OneWave-AI
Convert game stats and highlights into engaging recaps. Multiple styles: Twitter thread, Instagram carousel, blog post, newsletter.
FirstPrinciples
by danielmiessler
First principles analysis. USE WHEN first principles, fundamental, root cause, decompose. SkillSearch('firstprinciples') for docs.
hyperlap2d-mcp
by rednblackgames
Drive the HyperLap2D 2D scene editor from an MCP client (create/modify entities & components, list assets, screenshot, scene settings, shaders, z-ordering, layers). Use whenever the running editor's MCP server is connected and the task is to build or inspect a HyperLap2D scene.
game-development
by vudovn
Game development orchestrator. Routes to platform-specific skills based on project needs.
game-loop
by dadbodgeoff
Fixed timestep game loop with interpolation for frame-rate independent physics. Separates physics updates from rendering, prevents spiral of death, and supports hitstop/slow-mo effects.
rev-u3d-dump
by P4nda0s
Dump Unity IL2CPP symbols from iOS/Android builds. Extract method names, addresses, and type info from IL2CPP binaries and global-metadata.dat, then generate IDA/Ghidra import scripts.
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."
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-audio
by Donchitos
"Orchestrate audio team: audio-director + sound-designer + technical-artist + gameplay-programmer for full audio pipeline from direction to implementation."
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."
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."
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."
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."