Use when working with Unreal's Gameplay Ability System - when GAS is worth it, where the AbilitySystemComponent lives and how it is initialised on server and client, AttributeSets with correct clamping and replication, GameplayEffects and execution calculations as data, abilities with commit/end, gameplay tags, prediction, and testing.
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makifbaysal/tasktrooper☆ 117Updated Oct 18, 2026
Coordinate role-based agents to design, implement, integrate, and test a game combat feature. The workflow covers gameplay rules, enemy behavior, visual effects, and audio planning, with a final report on completion, test results, and unresolved issues.
- Design and implement a parry mechanic
- Coordinate enemy reactions, effects, and audio events
- Review combat architecture for the configured engine
Donchitos/Claude-Code-Game-Studios☆ 26.8KUpdated Oct 8, 2026
Write Unreal Engine 5 C++ gameplay code: the UCLASS/UPROPERTY/UFUNCTION reflection macros, the Gameplay Framework (GameMode, Pawn, Character, PlayerController, Actor components), and the module Build.cs. Use when writing or debugging UE C++, deriving from AActor/ACharacter/ AGameModeBase, exposing properties to the editor or Blueprints, or when the user mentions Unreal C++, UCLASS, GENERATED_BODY, GameMode, ACharacter, or .Build.cs.
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gamedev-skills/awesome-gamedev-agent-skills☆ 1.6KUpdated Oct 9, 2026
Use when building or debugging UE5 gameplay: a character with double jump or dash, abilities with cooldowns, enemy AI that patrols, chases and attacks, a health bar or HUD; choosing Blueprint vs C++, GAS or not, StateTree vs Behavior Tree, EQS or Mass; setting up Enhanced Input, Common UI or UMG; replication, RepNotify, save games, World Partition state; "Blueprints are slow", Tick, casts and hard references; "ability won't activate", "enemy ignores the player"; or writing automated gameplay tests with injected input.
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scenario-labs/skills☆ 1KUpdated Oct 18, 2026
Edit gameplay clips (Valorant, CS2, Fortnite, any shooter) into a music-synced highlight montage, frag movie, velocity edit or TikTok/Reels/Shorts "edit" with beat sync, slow motion, speed ramps, kill zooms, transitions, lyric words, cover image; also copy the editing of a reference video ("com a mesma edição desse vídeo"), or fix a rendered edit that stutters ("travado", "quedas de fps"), has choppy slow motion or kills off the beat. Portuguese - "edita um vídeo", "faz um montage", "highlight", "edit pro TikTok", "faz uma capa". Not for plain trimming, joining or converting clips (use ffmpeg).
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gustavomenani/editing-gameplay-montages☆ 59Updated Oct 13, 2026
Build a short, playable game sequence before full production to check whether the complete gameplay loop works at the intended quality. Use playtest observations and daily progress records to assess feasibility and decide the next direction.
- Checking production feasibility after game design is complete
- Testing a complete gameplay loop with players
- Estimating production speed from actual build progress
Donchitos/Claude-Code-Game-Studios☆ 26.8KUpdated Oct 8, 2026
Coordinate game audio work from creative direction through sound specifications, accessibility requirements, technical planning, and code integration. Combine the participating agents’ outputs into an audio design document for a chosen feature or area.
- Planning combat sound effects and gameplay triggers
- Designing ambience for a forest area
- Planning adaptive music for a boss encounter
Donchitos/Claude-Code-Game-Studios☆ 26.8KUpdated Oct 8, 2026
Turn existing game code or prototypes into missing design, architecture, or concept documents. Extract implemented rules, formulas, and technical choices, ask about their intended purpose, and clearly separate observed behavior from unconfirmed interpretations.
- Documenting a feature built without a design document
- Understanding an inherited codebase with missing documentation
- Turning a gameplay prototype into a concept document
Donchitos/Claude-Code-Game-Studios☆ 26.8KUpdated Oct 8, 2026
Create a game playtest report template or turn session notes into organized feedback. Separate gameplay problems from bugs, compare observations with design intent, and identify priorities for design changes, balance adjustments, and polish.
- Preparing a playtest report template
- Organizing raw playtest notes
- Separating gameplay issues from bugs
Donchitos/Claude-Code-Game-Studios☆ 26.8KUpdated Oct 8, 2026
The screen itself is the shot: a fake gameplay capture, livestream or desktop recording. It holds up when the overlay layer is pinned to fixed positions and its numbers and banners change in step with the action. Use when the user wants a Seedance 2.5 / 2.0 video prompt for this kind of clip (Gameplay capture with HUD and stream overlay; 中文触发词: 游戏实机录屏与直播叠层, 游戏录屏, 实机, 直播, HUD, UI 动效), or asks how published cases of this type were prompted. Read references/cases.md before drafting.
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LearnPrompt/awesome-seedance☆ 2.1KUpdated Oct 18, 2026
Use when building or debugging Unity gameplay systems: enemy AI that patrols, chases and attacks, NavMesh baking and agents (AI Navigation 2), feet sliding on agents, state machines or behavior trees, physics projectiles that tunnel, the physics spiral, layers and the collision matrix, CharacterController vs Rigidbody characters, object pooling, 'hundreds of enemies', DOTS, Burst or Jobs decisions, Netcode for GameObjects multiplayer, audio mixers, snapshots, volume sliders and 3D combat sounds.
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scenario-labs/skills☆ 1KUpdated Oct 18, 2026
Use when building gameplay systems in Godot 4.7: enemy AI that patrols, chases and attacks, state machines, behavior trees (LimboAI), NavigationAgent3D pathfinding and avoidance for 100 to 1000 enemies, 'agents stack up' or 'path is empty', hitbox and hurtbox combat, fast bullets going through walls, save and load, inventory, quests, dialogue (Dialogue Manager), input remapping, procedural dungeons, or measuring agent counts and frame time headless.
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scenario-labs/skills☆ 1KUpdated Oct 18, 2026
Expert architectural standards for building scalable Godot GAMES (RPGs, Platformers, Shooters) using the Composition pattern (Entity-Component). Use when designing player controllers, NPCs, enemies, weapons, or complex gameplay systems. Enforces "Has-A" relationships for game entities. Trigger keywords: Entity-Component, ECS, Gameplay, Actors, NPCs, Enemies, Weapons, Hitboxes, Game Loop, Level Design.
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thedivergentai/Game-Dev-Agentic-Skills☆ 862Updated Oct 17, 2026
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.
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thedivergentai/Game-Dev-Agentic-Skills☆ 862Updated Oct 17, 2026
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.
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thedivergentai/Game-Design-Agentic-Skills☆ 850Updated Oct 13, 2026
Expert architectural standards for building scalable Godot GAMES (RPGs, Platformers, Shooters) using the Composition pattern (Entity-Component). Use when designing player controllers, NPCs, enemies, weapons, or complex gameplay systems. Enforces "Has-A" relationships for game entities. Trigger keywords: Entity-Component, ECS, Gameplay, Actors, NPCs, Enemies, Weapons, Hitboxes, Game Loop, Level Design.
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thedivergentai/Game-Design-Agentic-Skills☆ 850Updated Oct 13, 2026
Provider-independent production workflow for AI agents creating game trailers and promos, including announcement, gameplay, launch, DLC/update, store-page videos, social cutdowns, and generated/engine-capture hybrid trailers. Use when planning, scripting, capturing, generating, editing, localizing, reviewing, or QAing game marketing videos where gameplay truthfulness, platform/store constraints, ratings, accessibility, claims, CTA metadata, and rights provenance matter.
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calesthio/generative-media-skills☆ 205Updated Jul 14, 2026
Building interactive experiences that engage, challenge, and delight playersUse when "game, gamedev, game development, phaser, unity, unreal, godot, gameplay, game loop, sprites, collision, physics, player, level, tilemap, games, gamedev, interactive, gameplay, physics, engines, performance, player-experience" mentioned.
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omer-metin/skills-for-antigravity☆ 168Updated Jan 22, 2026
Building interactive experiences that engage, challenge, and delight playersUse when "game, gamedev, game development, phaser, unity, unreal, godot, gameplay, game loop, sprites, collision, physics, player, level, tilemap, games, gamedev, interactive, gameplay, physics, engines, performance, player-experience" mentioned.
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omer-metin/skills-for-antigravity☆ 168Updated Jan 22, 2026
Inject juice and game feel into gameplay code using the project's chosen middleware. Use when adding screen shake, tweens, particles, audio feedback, haptics, hitstop, or any form of "juice" to gameplay events. Triggers on requests like "add juice", "make this feel better", "add screen shake", "polish this feature", "add feedback to this action", "make the hit feel impactful", "add particles when", "screen shake on damage", "tween this", "add camera shake", "make this snappy", or any game feel, polish, or feedback work. Always reads ProjectConfig.yaml -> feel_tools and docs/GFD.md Feedback Matrix before generating code.
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IdoCohen560/claude-unity-game-studio☆ 22Updated Jul 8, 2026
Gameplay Ability System patterns for abilities, effects, attributes, and tags including recursion safety and lifecycle management.
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IdoCohen560/claude-unity-game-studio☆ 22Updated Jul 8, 2026
Let an AI play Pokemon through an emulator, using screenshots and game memory to guide movement, dialogue, and battles. The skill covers browser viewing, progress tracking, and saving or resuming play with a user-provided ROM.
- Watching an AI play Pokemon in a browser
- Starting a game with a user-provided ROM
- Resuming play from a saved state
NousResearch/hermes-agent☆ 255KUpdated Oct 18, 2026
Plan game development by choosing specialized skills for the target platform, 2D or 3D graphics, and gameplay needs. Get guidance on shared foundations such as game loops, input handling, design patterns, and performance budgets.
- Planning a browser-based 2D platformer
- Designing a mobile puzzle game
- Organizing development for a multiplayer VR game
davila7/claude-code-templates☆ 32.7KUpdated Oct 18, 2026
Develop HTML and JavaScript web games through small changes and repeated Playwright tests, which automate browser actions. Inspect gameplay screenshots, text representations of game state, and console errors to check controls, outcomes, and newly added features.
- Adding features to a browser game
- Testing movement, jumping, and attacks
- Checking score changes and win or lose transitions
davila7/claude-code-templates☆ 32.7KUpdated Oct 18, 2026