游戏开发
游戏开发与引擎工具
FirstPrinciples
danielmiessler
First principles analysis. USE WHEN first principles, fundamental, root cause, decompose. SkillSearch('firstprinciples') for docs.
spritecook-generate-sprites
SpriteCook
Generate sprites and game assets using the SpriteCook MCP tools. Use when building games and the user needs sprites, pixel art, detailed art, characters, items, tilesets, textures, icons, or UI elements. Also use when asked to create, generate, or make game art assets.
Ai Game Art Generation
omer-metin
uloop-unity-search
hatayama
"Search Unity project for assets. Use when: finding scenes, prefabs, scripts, materials, or other assets by name/type, or when user asks to search project files. Returns asset paths and metadata."
uloop-screenshot
hatayama
"Take a screenshot of Unity Editor windows and save as PNG image. Use when you need to: (1) Screenshot the Game View, Scene View, Console, Inspector, or other windows, (2) Capture current visual state for debugging or documentation, (3) Save what the Editor looks like as an image file."
uloop-clear-console
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
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."
uloop-compile
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-execute-dynamic-code
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."
game-development
vudovn
Game development orchestrator. Routes to platform-specific skills based on project needs.
gaming-ui-state-management
TheOrcDev
Patterns for game-like interfaces - health bars, XP bars, mana bars. Apply when building RPG/retro gaming UI components with state-driven visuals.
Animation Systems
omer-metin
3d-spatial
dylantarre
Use when working in Blender, Unity 3D, Unreal Engine, Cinema 4D, VR/AR applications, or any three-dimensional animation work.
universal-fallback
dylantarre
Use when the animation domain is unclear or spans multiple contexts—provides general-purpose Disney animation principle guidance.
game-development
dylantarre
Use when implementing game animations, player feedback, character movement, or interactive entertainment in Unity, Unreal, or other game engines.
physics-intuition
dylantarre
Use when motion needs to feel physically grounded—objects falling, characters jumping, things colliding, or any element that should obey believable weight and momentum.
Animation Principles - Master
dylantarre
Use when someone seeks the philosophical foundation of animation principles, wants to understand why they work, or is at a teaching/mentorship level
Animation Principles - Novice
dylantarre
Use when someone has basic awareness of animation principles and wants to start applying them in simple projects
game-designer
dylantarre
Use when designing game feel, player feedback systems, or when creating animations that enhance gameplay and player satisfaction.
exaggerated-clarity
dylantarre
Use when motion needs to read clearly and powerfully—broad comedy, action highlights, important story beats, or any moment that must unmistakably communicate to the audience.
Pixel Art Exporter
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").
UI Audit: Scaleform (R4 + M48) and MenuXml (M48.4-M48.7)
matiaszanolli
"Deep audit of the game UI tracks — Scaleform/SWF (Ruffle host bridge, AVM1/AVM2 profiles, ABC adapter injection, archive navigator, offscreen wgpu readback, overlay upload, input routing) and the Oblivion/FO3/FNV MenuXml track (eval, layout, raster) with both HUD drivers"
Skyrim Compatibility Audit (SE + LE)
matiaszanolli
"Per-game audit of Skyrim (SE + LE) compatibility — BSTriShape packed geometry, BSLightingShaderProperty shader-type dispatch, NPC equip/FaceGen, multi-master load order"
game-asset-generation
eachlabs
Generate game art assets using each::sense AI. Create 2D sprites, character sprite sheets, seamless textures, UI elements, icons, tilesets, loading screens, logos, and concept art for games.