Games
331 skills.
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unreal-enhanced-inputgamedev-skills2.7KSet up player input in Unreal Engine 5 with Enhanced Input: Input Actions, Input Mapping Contexts, modifiers and triggers, adding the mapping context, and binding actions by ETriggerEvent. Use when wiring movement/look/jump input, creating IA_/IMC_ assets, binding in C++ or Blueprints, or when the user mentions Enhanced Input, Input Mapping Context, Input Action, IA_/IMC_, or ETriggerEvent.unreal-niagaragamedev-skills2.6KCreate and control VFX in Unreal Engine 5 with Niagara: systems and emitters, modules and the spawn/update stages, exposed User parameters, and spawning or driving effects from Blueprints or C++. Use when building particle effects, NS_/NE_ assets, spawning a Niagara system at runtime, setting User parameters, or when the user mentions Niagara, VFX, or a particle system in Unreal.unreal-behavior-treesgamedev-skills2.6KBuild NPC AI in Unreal Engine 5 with Behavior Trees and Blackboards: composites (Selector/Sequence), tasks, decorators, services, and running the tree from an AIController. Use when creating enemy/NPC AI, BT_/BB_ assets, custom BTTask or BTService nodes, or when the user mentions Behavior Tree, Blackboard, AIController, BTTask, decorator, or service.unreal-packaginggamedev-skills2.6KPackage and ship an Unreal Engine 5 project: the Platforms menu Package Project flow, build configurations (Development vs Shipping), cooking content, packaging settings and the Game Default Map, and command-line builds with RunUAT BuildCookRun. Use when packaging a build, making a shipping build, cooking content, configuring packaging settings, or when the user mentions package Unreal, cook content, shipping build, or BuildCookRun.bevy-ecsgamedev-skills2.6KStructure a Bevy app around its Entity Component System: build the App with plugins, define Component/Resource types, write systems with Query/Res/Commands, filter and order systems, and use the Time resource for frame-rate-independent motion. Use when building or debugging a Bevy game in Rust — when the user mentions Bevy, ECS, App::new, add_systems, Query, Commands, components/systems, or a Cargo.toml depending on bevy.pygame-coregamedev-skills2.6KStructure a pygame (pygame-ce) game in Python: the init/event/update/draw loop, delta-time movement, Surface/Rect blitting, keyboard/mouse input, and Sprite/Group management with collision. Use when building or debugging a pygame game — when the user mentions pygame, pygame-ce, the game loop, blit, Surface, Rect, sprite groups, or clock.tick. Targets pygame-ce.godot-uizate2.6KExpert knowledge of Godot's UI system including Control nodes, themes, styling, responsive layouts, and common UI patterns for menus, HUDs, inventories, and dialogue systems. Use when working with Godot UI/menu creation or styling.love2d-coregamedev-skills2.6KStructure and debug a LÖVE (Love2D) game in Lua: the love.load/update/draw loop, delta-time movement, input, and screen states. Use when building a LÖVE 11.x game (main.lua, conf.lua, .love).threejs-gameplay-systemsmajidmanzarpour2.5KBuild and iterate playable Three.js game systems: starter scaffold, architecture, design briefs, core loops, level and encounter design, entities, input, camera, collision and physics, scoring, objectives, and game feel. Use for first playable slices, new Vite/TypeScript/Three.js setups, level/arena/track/wave/hole/puzzle design, combat encounters, difficulty tuning, and juice.threejs-game-ui-designermajidmanzarpour2.5KDesign premium Three.js game UI: HUDs, menus, overlays, pause/win/lose screens, settings, icon controls, touch UI, typography, responsive layout, safe areas, text fit, and UI/world cohesion.threejs-aaa-graphics-buildermajidmanzarpour2.4KUpgrade Three.js games from prototype visuals to premium browser graphics: art-direction critique, procedural model building, material and texture libraries, world prop kits, shaders, VFX, lighting and render pipeline, LOD and instancing, render budgets, and a 10-category visual scorecard. Use when screenshots still look basic or the user asks for premium, AAA, high-fidelity, showcase, or less-basic graphics.threejs-game-directormajidmanzarpour2.3KEntrypoint for building, upgrading, and finishing Three.js browser games. Routes work across the sibling threejs-* skills for gameplay, graphics, UI, 3D/image/audio asset generation, debugging, and release. Use for any request to build, upgrade, polish, or ship a Three.js game as a whole, at any scope from a small arcade prototype to a premium release.threejs-debug-profilermajidmanzarpour2.3KDebug and profile Three.js browser games: blank canvases, render and runtime bugs, asset and audio loading, animation, resize, mobile input, plus performance profiling of draw calls, triangles, textures, memory, shader and post-processing cost, and bundle size.game-design-theorypluginagentmarketplace2.3KComprehensive game design theory covering MDA framework, player psychology, balance principles, and progression systems. Master why games are fun.pixel-art-spritesomer-metin2.3KSpecialist in pixel art creation, sprite animation, and limited palette designUse when "pixel art, sprites, sprite sheet, sprite animation, retro game art, 8-bit, 16-bit, character sprites, tile art, pixel animation, aseprite, pixel-art, sprites, animation, game-art, retro, indie-games, 2d-graphics, sprite-sheets" mentioned.threejs-qa-releasemajidmanzarpour2.3KVerify and release Three.js browser games: playtest QA, automated bot playtests, mobile and responsive checks, production builds, static-hosting base paths, debug gating, bundle review, screenshots, visual regression baselines, canvas-pixel inspection with measured metrics, and release risk reports.omniverse-usd-performance-tuningnvidia2.2KTop-level workflow skill for USD performance diagnosis and optimization. Handles slow loading, high memory, low FPS, and broad scene-optimization requests; delegates auth/runtime setup to Phase 0 owners.threejs-audio-generatormajidmanzarpour2.2KGenerate, convert, clean, and integrate audio for Three.js browser games with ElevenLabs: sound effects, looping ambience, music tracks and loops (menu, gameplay, boss, victory/defeat stingers), UI sounds, impact/weapon/vehicle audio, creature and boss stingers, announcer and dialogue TTS, voice conversion from a scratch performance, voice cleanup, audio manifests, and Web Audio integration.pixijs-2dfreshtechbro2.2KFast, lightweight 2D rendering engine for creating interactive graphics, particle effects, and canvas-based applications using WebGL/WebGPU. Use this skill when building 2D games, particle systems, interactive canvases, sprite animations, or UI overlays on 3D scenes. Triggers on tasks involving PixiJS, 2D rendering, sprite sheets, particle effects, filters, or high-performance canvas graphics. Alternative to Canvas2D with WebGL acceleration for rendering thousands of sprites at 60 FPS.babylonjs-enginefreshtechbro2.2KComprehensive skill for Babylon.js 3D web rendering engine. Use this skill when building real-time 3D experiences, browser-based games, interactive visualizations, or immersive web applications. Triggers on tasks involving Babylon.js, 3D scenes, WebGL/WebGPU rendering, entity-component systems, physics simulations, PBR materials, shadow mapping, or 3D model loading. Alternative to Three.js with built-in editor integration and game engine features.godot-best-practicesjwynia2KGuide AI agents through Godot 4.x GDScript coding best practices including scene organization, signals, resources, state machines, and performance optimization. This skill should be used when generating GDScript code, creating Godot scenes, designing game architecture, implementing state machines, object pooling, save/load systems, or when the user asks about Godot patterns, node structure, or GDScript standards. Keywords: godot, gdscript, game development, signals, resources, scenes, nodes, stasubstance-3d-texturingfreshtechbro2KComprehensive skill for Adobe Substance 3D Painter texturing and material creation workflow. Use this skill when creating PBR materials, exporting textures for web/game engines, optimizing 3D assets for real-time rendering, or automating texture workflows. Triggers on tasks involving Substance 3D Painter, PBR texturing, material creation, texture export for Three.js, Babylon.js, Unity, Unreal, glTF optimization, or Python API automation. Creates optimized textures for threejs-webgl, react-three-playcanvas-enginefreshtechbro2KLightweight WebGL/WebGPU game engine with entity-component architecture and visual editor integration. Use this skill when building browser-based games, interactive 3D applications, or performance-critical web experiences. Triggers on tasks involving PlayCanvas, entity-component systems, game engine development, WebGL games, 3D browser applications, editor-first workflows, or real-time 3D rendering. Alternative to Three.js with game-specific features and integrated development environment.roblox-game-developmentgreedychipmunk1.9KUse this skill for any Roblox related tasksai-behavior-trees-utility-aigamedev-skills1.8KBuild a production behavior-tree runtime (Blackboard, action/condition leaves, sequence/selector/parallel composites, decorators) and a Utility AI system (response curves — linear, exponential, sigmoid, quadratic — considerations, and action evaluators), plus hybrid BT-drives-Utility agents. Use when implementing a reusable behavior-tree or utility-based decision system, or tuning enemy/NPC decisions beyond a simple FSM, or when the user mentions behavior tree, blackboard, decorator, selector, sgame-designerplayableintelligence1.7KGame 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.generate-editor-search-queryunity-technologies1.7KGenerates Unity Search queries and opens the Search window to find assets or scene objects. Use when the user asks to find, filter, or list assets, GameObjects, components, or references in the Editor, not on disk.manage-sprite-atlasunity-technologies1.7KManages SpriteAtlas assets through a prebuild pipeline, covering master and variant atlases, packing settings, and platform overrides. Use when asked to create or optimize sprite atlases.2d-pixel-perfectunity-technologies1.7KSets up, diagnoses, and fixes pixel perfect 2D rendering with PixelPerfectCamera in URP or Built-in. Use when a retro-style or pixel art 2D game looks blurry, jittery, or misaligned. Not for HD 2D or high-resolution art.sprite-segment-3x3gridunity-technologies1.7KSegments a Sprite texture into a 3x3 grid and outputs a pattern of cells matching the center cell's color. Use when the user asks to analyze or document a sprite's structure or color distribution.tilemap-palette-createunity-technologies1.6KCreates a Tile Palette asset with a rectangular, hexagonal, or isometric Grid layout. Use when the user wants to organize tiles for 2D level design.tilemap-ruletile-createemptyunity-technologies1.6KCreates an empty RuleTile, HexagonalRuleTile, or IsometricRuleTile asset. Use only when the user wants a blank RuleTile and provides no sprites; with sprites or terrain art, use tilemap-ruletile-createfromsegment.game-assetsplayableintelligence1.4KGame 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.unreal-engine-cpp-prosickn331.4KExpert guide for Unreal Engine 5.x C++ development, covering UObject hygiene, performance patterns, and best practices.godot-developmentzate1.4KExpert knowledge of Godot Engine game development including scene creation, node management, GDScript programming, and project structure. Use when working with Godot projects, creating or modifying scenes, adding nodes, writing game scripts, or solving Godot-specific problems.minecraftconsoles-lcereason-machines1.4KExpert skill for building, running, and extending MinecraftConsoles (Minecraft Legacy Console Edition) — a C++ multi-platform reimplementation with dedicated server, LAN multiplayer, and modding support.design-gameplayableintelligence1.3KAudit and improve the visual design, polish, and player experience of an existing game. Use when the user says "make my game look better", "improve the design", "add polish", "add juice", "add particles", "fix the UI", or "make it more visually appealing". Do NOT use for gameplay logic changes (use add-feature instead).phaserplayableintelligence1.3KBuild 2D browser games with Phaser 3 using scene-based architecture and centralized state. Use when creating a new 2D game, adding 2D game features, working with Phaser, or building sprite-based web games.blender-motion-state-inspectionaffaan-mUse this skill when inspecting Blender characters, rigs, poses, animation retargeting, ground contact, facing direction, or model-vs-motion alignment where screenshots alone are not enough.axiom-gamescharleswiltgenUse when building ANY 2D or 3D game with SpriteKit, SceneKit, or RealityKit, or adding touch controls or game controller support. Covers scene graphs, ECS, physics, actions, game loops, rendering, TouchController, GCController.phaser-gamedevchongdashuBuild 2D games with Phaser 3 framework. Covers scene lifecycle, sprites, physics (Arcade/Matter), tilemaps, animations, input handling, and game architecture. Trigger: "create phaser game", "add phaser scene", "phaser sprite", "phaser physics", "game development with phaser".metal-shader-expertcuriositech20 years Weta/Pixar experience in real-time graphics, Metal shaders, and visual effects. Expert in MSL shaders, PBR rendering, tile-based deferred rendering (TBDR), and GPU debugging. Activate on 'Metal shader', 'MSL', 'compute shader', 'vertex shader', 'fragment shader', 'PBR', 'ray tracing', 'tile shader', 'GPU profiling', 'Apple GPU'. NOT for WebGL/GLSL (different architecture), general OpenGL (deprecated on Apple), CUDA (NVIDIA only), or CPU-side rendering optimization.game-developmentdavila7Game development orchestrator. Routes to platform-specific skills based on project needs.luau-best-practicesdig1tUse when writing, reviewing, or refactoring Luau code for Roblox - modules, services, controllers, error handling (pcall), memory leaks and connection cleanup, server-authoritative security, input validation, naming conventions, or project organization. Triggers include "best practices", "clean code", "code review", "refactor", "memory leak", "server authority".balance-checkdonchitosFind balance outliers, broken progressions, degenerate strategies, economy imbalances in formulas and data. 'Check game balance'.unreal-enginedstn2000Comprehensive Unreal Engine C++ and Blueprint development assistant with deep project structure understanding. Use when helping with Unreal Engine projects, including: C++ gameplay programming, Blueprint development, input system configuration (Enhanced Input), Gameplay Ability System (GAS), project structure navigation, asset discovery and referencing, plugin integration (experimental/beta), API lookups for underdocumented features, and debugging. Triggers on any Unreal Engine development questgame-designerdylantarreUse when designing game feel, player feedback systems, or when creating animations that enhance gameplay and player satisfaction.game-developmentdylantarreUse when implementing game animations, player feedback, character movement, or interactive entertainment in Unity, Unreal, or other game engines.game-asset-generationeachlabsGenerate 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.roblox-charactersgamedev-skillsBuild respawn-safe Roblox character systems around Players, CharacterAdded/CharacterRemoving, Humanoid, HumanoidRootPart, Animator, R6/R15 rigs, movement, animations and markers, death, tools, accessories, ownership, and custom characters. Use when character scripts break after respawn, cache stale Humanoids, control movement or velocity, load AnimationTracks, handle death, equip Tools, modify avatars, or support custom player rigs.
