Expert blueprint for sandbox games (Minecraft, Terraria, Garry's Mod) with physics-based interactions, cellular automata, emergent gameplay, and creative tools. Use when building open-world creation games with voxels, element systems, player-created structures, or procedural worlds. Keywords voxel, sandbox, cellular automata, MultiMesh, chunk management, emergent behavior, creative mode.
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thedivergentai/Game-Dev-Agentic-Skills☆ 873Updated Oct 17, 2026
Expert patterns for Godot audio including AudioStreamPlayer variants (2D positional, 3D spatial), AudioBus mixing architecture, dynamic effects (reverb, EQ,compression), audio pooling for performance, music transitions (crossfade, bpm-sync), and procedural audio generation. Use for music systems, sound effects, spatial audio, or audio-reactive gameplay. Trigger keywords: AudioStreamPlayer, AudioStreamPlayer2D, AudioStreamPlayer3D, AudioBus, AudioServer, AudioEffect, music_crossfade, audio_pool, positional_audio, reverb, bus_volume.
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thedivergentai/Game-Dev-Agentic-Skills☆ 873Updated Oct 17, 2026
Expert patterns for AnimationPlayer including track types (Value, Method, Audio, Bezier), root motion extraction, animation callbacks, procedural animation generation, call mode optimization, and RESET tracks. Use for timeline-based animations, cutscenes, or UI transitions. Trigger keywords: AnimationPlayer, Animation, track_insert_key, root_motion, animation_finished, RESET_track, call_mode, animation_set_next, queue, blend_times.
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thedivergentai/Game-Dev-Agentic-Skills☆ 873Updated Oct 17, 2026
Expert blueprint for programmatic animation using Tween for smooth property transitions, UI effects, camera movements, and juice. Covers easing functions, parallel tweens, chaining, and lifecycle management. Use when implementing UI animations OR procedural movement. Keywords Tween, easing, interpolation, EASE_IN_OUT, TRANS_CUBIC, tween_property, tween_callback.
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thedivergentai/Game-Design-Agentic-Skills☆ 850Updated Oct 13, 2026
Expert blueprint for First-Person Shooters: fps_camera_look, fps_movement_logic, hitscan_weapon_query, weapon_bobbing_system, procedural recoil, and FPS NEVER rules. Shared TPS/cover theory links to godot-genre-shooter. Keywords: FPS, movement physics, weapon bobbing, camera sway, hitscan, viewmodel, air control.
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thedivergentai/Game-Design-Agentic-Skills☆ 850Updated Oct 13, 2026
Expert blueprint for sandbox games (Minecraft, Terraria, Garry's Mod) with physics-based interactions, cellular automata, emergent gameplay, and creative tools. Use when building open-world creation games with voxels, element systems, player-created structures, or procedural worlds. Keywords voxel, sandbox, cellular automata, MultiMesh, chunk management, emergent behavior, creative mode.
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thedivergentai/Game-Design-Agentic-Skills☆ 850Updated Oct 13, 2026
Expert-level toolkit for modular Godot 4.7+ CLI automation and headless build orchestration. Use when you need to: (1) Build complex scene trees or UI layouts programmatically, (2) Automate expert 3D asset pipelines (glTF -> Collision), (3) Optimize procedural geometry headlessly (CSG -> Static Mesh), or (4) Engineer production-grade CI/CD pipelines. Set GODOT_PATH env var for custom engine location. Keywords: Godot CLI, headless, CI, export, builder, 4.7.
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thedivergentai/Game-Design-Agentic-Skills☆ 850Updated Oct 13, 2026
Comprehensive blueprint for Action RPGs including real-time combat (hitbox/hurtbox, stat-based damage), character progression (RPG stats, leveling, skill trees), loot systems (procedural item generation, affixes, rarity tiers), equipment systems (gear slots, stat modifiers), and ability systems (cooldowns, mana cost, AOE). Based on expert ARPG design from Diablo, Path of Exile, Souls-like developers. Trigger keywords: action_rpg, loot_generator, rpg_stats, skill_tree, hitbox_combat, item_affixes, equipment_slots, ability_cooldown, stat_scaling.
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thedivergentai/Game-Design-Agentic-Skills☆ 850Updated Oct 13, 2026
Expert patterns for Godot audio including AudioStreamPlayer variants (2D positional, 3D spatial), AudioBus mixing architecture, dynamic effects (reverb, EQ,compression), audio pooling for performance, music transitions (crossfade, bpm-sync), and procedural audio generation. Use for music systems, sound effects, spatial audio, or audio-reactive gameplay. Trigger keywords: AudioStreamPlayer, AudioStreamPlayer2D, AudioStreamPlayer3D, AudioBus, AudioServer, AudioEffect, music_crossfade, audio_pool, positional_audio, reverb, bus_volume.
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thedivergentai/Game-Design-Agentic-Skills☆ 850Updated Oct 13, 2026
Expert patterns for AnimationPlayer including track types (Value, Method, Audio, Bezier), root motion extraction, animation callbacks, procedural animation generation, call mode optimization, and RESET tracks. Use for timeline-based animations, cutscenes, or UI transitions. Trigger keywords: AnimationPlayer, Animation, track_insert_key, root_motion, animation_finished, RESET_track, call_mode, animation_set_next, queue, blend_times.
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thedivergentai/Game-Design-Agentic-Skills☆ 850Updated Oct 13, 2026
One effect, done well: 먹 번짐 — a large Korean, Japanese or Chinese display headline that reads as sumi ink printed on hanji. The heading stays real, selectable DOM text in ink color from the first frame; a WebGL2 layer over it adds what real ink does: a wet, glossy stroke with a soft bloom that shrinks as it dries, ink pooling darker at stroke rims, ends and corners, paper fibers showing through thick strokes, and capillary feathering along fibers at a few edges only. Two parameters (bleed, duration), ~5 KiB gzip of library JS, procedural paper texture, static fallback, prefers-reduced-motion, real-GPU verification script. Use for a CJK hero/launch headline, brand title, campaign line or section opener that should feel like a printed calligraphy poster. Triggers: '먹 번짐', '잉크 번짐', '한지 느낌 제목', '한글 타이포 셰이더', '제목에 셰이더', '墨のにじみ', '和紙', '筆文字っぽく', '墨跡暈開', '宣紙', 'CJK headline shader', 'sumi ink text effect', 'ink bleed text', 'Hangul shader'. Not for body text, buttons, or Latin-only headlines. Full-page shader backgrounds → omd-shader-hero. Korean typesetting rules → hangul. Brand tokens → omd-apply.
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kwakseongjae/oh-my-design☆ 542Updated Oct 20, 2026
One effect, done well: 먹 번짐 — a large Korean, Japanese or Chinese display headline that reads as sumi ink printed on hanji. The heading stays real, selectable DOM text in ink color from the first frame; a WebGL2 layer over it adds what real ink does: a wet, glossy stroke with a soft bloom that shrinks as it dries, ink pooling darker at stroke rims, ends and corners, paper fibers showing through thick strokes, and capillary feathering along fibers at a few edges only. Two parameters (bleed, duration), ~5 KiB gzip of library JS, procedural paper texture, static fallback, prefers-reduced-motion, real-GPU verification script. Use for a CJK hero/launch headline, brand title, campaign line or section opener that should feel like a printed calligraphy poster. Triggers: '먹 번짐', '잉크 번짐', '한지 느낌 제목', '한글 타이포 셰이더', '제목에 셰이더', '墨のにじみ', '和紙', '筆文字っぽく', '墨跡暈開', '宣紙', 'CJK headline shader', 'sumi ink text effect', 'ink bleed text', 'Hangul shader'. Not for body text, buttons, or Latin-only headlines. Full-page shader backgrounds → omd-shader-hero. Korean typesetting rules → hangul. Brand tokens → omd-apply.
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kwakseongjae/oh-my-design☆ 542Updated Oct 20, 2026
Turn an object or character reference image into a quality-gated, animation-ready procedural Three.js model built in code. Use for image-to-3D reconstruction, detail-accurate object rebuilds, stylized/likeness-maximized human characters, sculpt specs, and staged code generation.
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witnesstodark/mr-mak-workspace☆ 527Updated Oct 20, 2026
Deterministic palette/matrix pixel art (not AI). Use for procedural tile art, color-quantized output, matrix sprites.
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notque/vexjoy-agent☆ 442Updated Oct 20, 2026
Blender PBR and stylized material creation for metal, wood, concrete, fabric, glass, dirt, rust, and procedural shaders. Use for look development, material reuse, and production shading in Blender via MCP.
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arjun988/blender-skills☆ 367Updated Jul 11, 2026
Applies an ASD-STE100-derived register to operator and procedural text. Use when writing runbooks or steps. Do not use for docstrings, ADRs, or rationale.
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athola/claude-night-market☆ 342Updated Oct 17, 2026
Design, build or improve procedural risograph animations and videos in this repo, including narrative films, abstract shorts, motion effects and visual inspection. Delivers self-contained Canvas 2D HTML and a verified MP4. For standalone still art use riso-still; for sound use riso-score. Not for editing tools/.
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sevenevesai/riso-windowseat☆ 297Updated Sep 25, 2026
Create or improve procedural risograph still art, illustrations, posters, print series and images in this repo. Develops reference-led composition, perspective, pose and ink plates; delivers a native-resolution PNG and self-contained Canvas 2D source. Use for standalone still requests; use riso-film for moving work.
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sevenevesai/riso-windowseat☆ 297Updated Sep 25, 2026
Build efficient Blender repetition, Array-driven stairs/modules/openings, instancing, scattering, Bezier/NURBS curve-profile geometry, Geometry Nodes fields, repeat zones, simulation zones, particle-like systems, and collective motion. Use for stairs, railings, trim, pipes, cables, repeated windows/panels, vegetation, debris, crowds, rain, snow, modular structures, or any request involving dependent elements or reusable parameters.
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XliuXjianX/blender-production-skills☆ 260Updated Aug 15, 2026
Audit Blender scenes and assets for topology, transforms, normals, surface continuity, classified connections, intersections, modifier/node intent, procedural performance, simulation stability, protected-scene changes, and fixed-view visual evidence. Use after every major modeling or simulation stage and before render, bake, export, or claims of completion.
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XliuXjianX/blender-production-skills☆ 260Updated Aug 15, 2026
Orchestrate production-grade Blender work by probing the installed Blender version, retrieving relevant official Blender documentation, assigning visual design intent, classifying shape grammar and geometry/deformation/procedural/physics/shading needs, comparing direct Blender components with node systems, creating staged artifacts, and routing to specialist skills. Use for every non-trivial Blender creation, reconstruction, simulation, animation, environment, or scene-modification request, especially when the user does not know whether to use topology, Boolean, Array, curves, snapping, Displace, simulation, Geometry Nodes, or shading.
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XliuXjianX/blender-production-skills☆ 260Updated Aug 15, 2026
Suggests rollback strategies for failed deployments across different platforms and failure types. Use when deployments fail and need to be reverted, including application code rollbacks, database migration reversions, infrastructure changes, and configuration updates. Supports Docker/Docker Compose environments with step-by-step procedural guidance for safe and effective rollback execution.
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ArabelaTso/Skills-4-SE☆ 257Updated Aug 21, 2026
Production guidance for planning, building, animating, capturing, and reviewing complete Three.js scenes for rendered media. Use for browser-native 3D product shots, title sequences, procedural worlds, glTF scene assembly, camera and lighting animation, shaders, post-processing, deterministic frame export, and Three.js render QA; not for modeling standalone assets, WebXR interaction, or generic website decoration.
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calesthio/generative-media-skills☆ 208Updated Jul 14, 2026
Master AI-powered game asset pipelines using ComfyUI, Stable Diffusion, FLUX, ControlNet, and IP-Adapter. Creates production-ready sprites, textures, UI, and environments with consistency, proper licensing, and game engine integration. Use when "AI game art, generate game assets, ComfyUI game, stable diffusion sprites, AI texture generation, character consistency AI, procedural art generation, SDXL game assets, FLUX textures, train LoRA game, AI tileable texture, spritesheet generation, " mentioned.
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omer-metin/skills-for-antigravity☆ 169Updated Jan 22, 2026