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Game Dev
Game development and game engine tools
unreal
by Randroids-Dojo
Develop, test, and automate Unreal Engine 5.x projects (WIP). Covers PlayUnreal automation, Remote Control API, Automation Driver, and CI-friendly E2E flows.
godot
by Randroids-Dojo
Develop, test, build, and deploy Godot 4.x games. Use when working with Godot Engine, GDScript, GdUnit4 testing, PlayGodot automation, or exporting games to web/desktop. Covers CI/CD pipelines and deployment to Vercel/GitHub Pages/itch.io.
Pixel Art Exporter
by willibrandon
Export sprites to PNG, GIF, or spritesheet formats with JSON metadata for game engines. Use when the user wants to "export", "save", "output", "render", "generate", "create file", mentions file formats like "PNG", "GIF", "animated GIF", "spritesheet", "sprite sheet", "texture atlas", "tile sheet", or game engine integration with "Unity", "Godot", "Phaser", "Unreal", "GameMaker". Trigger on layout terms ("horizontal", "vertical", "grid", "packed", "strip"), scaling ("2x", "4x", "upscale", "pixel-perfect"), file operations ("save as", "export to", "output to"), metadata formats ("JSON", "XML", "metadata", "atlas data"), and delivery terms ("for web", "for game", "for Twitter", "for itch.io", "optimized").
osaurus-macos-use
by osaurus-ai
Drive macOS apps in the background. Use when the user asks you to interact with native Mac apps, automate UI tasks, browse the web in Safari, fill forms, navigate menus, or perform any on-screen action — without taking the user's screen or cursor away from them.
makepad-shaders
by ZhangHanDong
CRITICAL: Use for Makepad shader system. Triggers on: makepad shader, makepad draw_bg, Sdf2d, makepad pixel, makepad glsl, makepad sdf, draw_quad, makepad gpu, makepad 着色器, makepad shader 语法, makepad 绘制
evolution
by ZhangHanDong
CRITICAL: Use for makepad-skills self-evolution and contribution. Triggers on: evolve, evolution, contribute, contribution, self-improve, self-improvement, add pattern, new pattern, capture learning, document solution, hooks, hook system, auto-trigger, skill routing, template, pattern template, shader template, troubleshooting template, 演进, 贡献, 自我改进, 添加模式, 记录学习, 文档化解决方案
game-architecture
by OpusGameLabs
Game architecture patterns and best practices for browser games. Use when designing game systems, planning architecture, structuring a game project, or making architectural decisions about game code.
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.
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.
monetize-game
by OpusGameLabs
Register your game on Play.fun (OpenGameProtocol), add the browser SDK, and get a monetized play.fun URL
review-game
by OpusGameLabs
Review an existing game codebase for architecture, performance, and best practices
swiftui-animation
by VladimirBrejcha
This skill provides comprehensive guidance for implementing advanced SwiftUI animations, transitions, matched geometry effects, and Metal shader integration. Use when building animations, view transitions, hero animations, or GPU-accelerated effects in SwiftUI apps for iOS and macOS.
vvvv-troubleshooting
by tebjan
Diagnoses and fixes common vvvv gamma errors in C# nodes, SDSL shaders, and runtime behavior. Use when encountering errors, exceptions, crashes, red nodes, shader compilation failures, missing nodes in the browser, performance issues, or unexpected behavior.
vvvv-shaders
by tebjan
Helps write SDSL shaders for Stride and vvvv gamma — TextureFX, shader mixins, compute shaders, and ShaderFX composition. Use when writing or debugging .sdsl shader files, creating visual effects, working with the Stride rendering pipeline, or composing shader mixins.
textual-builder
by YPares
Build Text User Interface (TUI) applications using the Textual Python framework (v0.86.0+). Use when creating terminal-based applications, prototyping card games or interactive CLIs, or when the user mentions Textual, TUI, or terminal UI. Includes comprehensive reference documentation, card game starter template, and styling guides.
gamedeals-agent
by daydreamsai
Builds a video game deal aggregator agent using CheapShark API with x402 payments. Use when creating game price trackers, deal alert agents, or gaming marketplace integrations.
hikkaku
by pnsk-lab
Create Scratch project with TypeScript using Hikkaku; use when the user asks how to build or structure a Scratch project in this repo.
realitykit-visionos-developer
by tomkrikorian
Build, debug, and optimize RealityKit scenes for visionOS, including entity/component setup, rendering, animation, physics, audio, input, attachments, and custom systems. Use when implementing RealityKit features or troubleshooting ECS behavior on visionOS.
shadergraph-editor
by tomkrikorian
Create and edit ShaderGraph and RealityKit material networks in .usda files. Use when manually editing USD ASCII files to build, modify, or troubleshoot materials, shader nodes, and connections for RealityKit.
r3f-best-practices
by emalorenzo
React Three Fiber (R3F) and Poimandres ecosystem best practices. Use when writing, reviewing, or optimizing R3F code. Triggers on tasks involving @react-three/fiber, @react-three/drei, zustand, @react-three/postprocessing, @react-three/rapier, or leva.
se-dev-game-code
by viktor-ferenczi
Allows reading the decompiled C# code of Space Engineers version 1
dojo-init
by dojoengine
Initialize new Dojo projects with proper directory structure, configuration files, and dependencies. Use when starting a new Dojo game project or setting up the initial project structure.
dojo-config
by dojoengine
Configure Scarb.toml, dojo profiles, world settings, and dependencies. Use when setting up project configuration, managing dependencies, or configuring deployment environments.
dojo-client
by dojoengine
Integrate Dojo with game clients for JavaScript, Unity, Unreal, Rust, and other platforms. Generate typed bindings and connection code. Use when connecting frontends or game engines to your Dojo world.