游戏开发

游戏开发与引擎工具

显示 553-576 / 共 576 个技能
clabcraw

clabcraw

clabcraw

Play heads-up no-limit poker on the Clabcraw arena for USDC

代码评审 0 6个月前
weltogeisto

Aura of the 21st Century — Claude Skills

weltogeisto

Change Stirner's €∞ value or hidden location

代码生成 0 7个月前
kanoan7643

game-playtest-squad

kanoan7643

Run evidence-based multi-agent or multi-profile playtests for browser, desktop, or mobile games across genres such as action, platformer, shooter, RPG, adventure, puzzle, card/deckbuilder, strategy, sim/management, racing, rhythm, narrative, and multiplayer games. Use when Codex is asked to test a game with several agents/players, simulate beginner-to-mid skill levels, validate first-run behavior, investigate loading/image/audio/input/performance/network issues, compare playtest tiers such as 3-player quick, 5-player standard, or 5-player slow-network, gather feedback, then iterate fixes and retest.

游戏开发 0 3个月前
Abstrucked

hytopia-physics

Abstrucked

Helps implement physics and collision in HYTOPIA SDK games. Use when users need rigid bodies, collision detection, raycasting, forces, or physics-based gameplay. Covers PhysicsComponent, colliders, raycasting, and physics simulation.

代码生成 0 7个月前
shasha1108

healing-space

shasha1108

Use this skill when a user asks you to build an interactive webpage driven by their touch — clicking, tapping, or dragging — where the goal is emotional release, stress relief, or calm. The user tells you how they feel (焦虑, 疲惫, 难过, 愤怒, 失恋, stressed, anxious, sad, angry, heartbroken) and wants a standalone HTML page where their interaction transforms visuals and sound from tension toward peace. Also covers: 治愈网页, 枯山水禅意交互, 颂钵疗愈, 正念冥想, immersive sound baths, zen sand gardens, and emotional release interactive art. Do NOT use for data charts, static layouts, celebration/firework effects, framework-specific UI (React, Vue, 小程序), or text-only content.

游戏开发 0 2个月前
jsjzhzjznzn

unity-prefab

jsjzhzjznzn

Manage Prefabs and variants

游戏开发 4 9天前
koshimazaki

ue5-blueprint-audio

koshimazaki

Unreal Engine 5 Blueprint audio specialist. Use when working with Blueprint audio logic, game event detection, parameter wiring, audio components, scanning blueprints for audio nodes, listing project assets, or connecting game state to audio systems via UE5.

游戏开发 0 6个月前
Unity-Technologies

urp-postprocessing

Unity-Technologies

Sets up, configures, and debugs URP post-processing effects using the Volume framework. Use when the user asks about bloom, tonemapping, color adjustments, depth of field, vignette, motion blur, or other Volume overrides in a URP project.

游戏开发 601 25天前
violabg

quiz-game-mechanics

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.

代码生成 0 8个月前
Chen19007

godot-tdd-full

Chen19007

Complete TDD workflow for Godot projects. Integrates interface design, GUT testing, code implementation, and verification tools.

数据处理 0 8个月前
Unity-Technologies

validate-urp-render-graph-renderer-feature

Unity-Technologies

Use when the user wants to review or validate a Unity 6+ URP ScriptableRendererFeature that uses the Render Graph API. Checks for correctness issues - resource wiring, material binding, execution structure, descriptor usage, global resource exposure, and Render Graph best practices.

游戏开发 601 25天前
fusionet24

databricks-query

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.

代码评审 0 8个月前
Abstrucked

hytopia-persisted-data

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.

数据处理 0 7个月前
BaekNothing

project-w-unity-mcp-ssot-automation

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.

自动化 0 6个月前
arabold

godot-mcp

arabold

Use when working on this Godot 4.7 C# project's scenes, GridMaps, mesh libraries, or .tres/.tscn resources — including hand-authoring or validating resources, fixing UID/import issues, and editor or headless game smoke checks. Covers this machine's Godot and dotnet binary paths, the build->import->validate workflow, and a headless GDScript validation harness. Not needed for pure C# logic changes where dotnet build alone verifies the work.

游戏开发 4 2个月前
tippyentertainment

unreal-3d-game-developer

tippyentertainment

Help architect, implement, and optimize 3D games and simulations in Unreal Engine using C++, Blueprints, and modern UE5 workflows.

游戏开发 0 6个月前
Chen19007

godot-web-e2e

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 开发 0 7个月前
thedivergentai

godot-genre-party

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."

游戏开发 594 4天前
hatayama

uloop-control-play-mode

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."

游戏开发 518 4个月前
laurigates

bevy-game-engine

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.

游戏开发 53 6个月前
OpusGameLabs

game-qa

OpusGameLabs

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

无障碍 321 9天前
pluginagentmarketplace

level-design

pluginagentmarketplace

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

游戏开发 32 8个月前
samhvw8

3d-graphics

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."

游戏开发 10 10天前
kody-w

ZION Protocol Guide for AI Players

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.

游戏开发 1 6个月前