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.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
omer-metin/skills-for-antigravity☆ 1682026년 1월 22일 업데이트
Use when building games or interactive software in Phaser 3 with TypeScript — scenes, gameplay code, input, Arcade physics, animations, audio, tweens, asset preloading, save systems, performance work, or scaffolding with Vite. Triggers on "Phaser", "Phaser 3", "Phaser.Scene", "Phaser.Game", "Arcade physics", "Matter physics", "tilemap", "Tiled", "GameObject", "Container", "Group", "Vite + Phaser", or any `.ts`/`.js` file in a Phaser project. For game design and balance see game-systems-designer, game-balancer; for game intake see game-design-shaper. For Godot/C# see godot-engineer.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
LazyIsEfficient/agentic-os☆ 172026년 7월 17일 업데이트
Meta-skill for complete Roblox game development with Rojo — the entry point that knows and unifies the three specialist skills `/rojo` (filesystem→Studio sync, project setup), `/rbx-studio` (editor, MCP, assets, malware scan) and `/game-design` (roles, workflows, GDD). Use this skill for ANY Roblox game-dev undertaking: planning/building/setting up a Roblox game, scaffolding a new project, defining code architecture (Main + manager modules, _G.ClientState + HUD, remotes in GameEnums), avoiding Luau/Roblox pitfalls, or when it is unclear which of the Roblox specialist skills fits — routing happens from here. Also trigger on "develop Roblox game", "build Roblox game", "new Roblox project", "Luau project structure", "how do I organize Roblox code", "Roblox dev setup".
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
ellmos-ai/skills☆ 82026년 10월 19일 업데이트
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.
한국어 요약은 준비 중입니다. 영어 요약을 표시하고 있습니다.
- Planning a browser-based 2D platformer
- Designing a mobile puzzle game
- Organizing development for a multiplayer VR game
davila7/claude-code-templates☆ 3.3만2026년 10월 18일 업데이트
Launch and control a real game to verify mods through screenshots and logs. Automate menus, keyboard and mouse input, and repeatable test scenes, with guidance for connecting an agent to game state through a JSON bridge.
한국어 요약은 준비 중입니다. 영어 요약을 표시하고 있습니다.
- Verify a mod inside the running game
- Automate menu navigation and keyboard or mouse input
- Build a repeatable test or demo scene
rehan-remade/universal-modder☆ 8.4천2026년 10월 19일 업데이트
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.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
gamedev-skills/awesome-gamedev-agent-skills☆ 1.6천2026년 10월 9일 업데이트
Plan a board game night that actually lands — the right games for your group size, mix, and time, in a running order that keeps energy up. Use when asked to plan a game night, what board game should we play, games for [N] people, or what to play with a mixed group. Produces game picks matched to player count and experience, a warm-up-to-main running order, teach-time and play-time estimates, and swaps for the non-gamers or the one player who hates losing.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
mohitagw15856/pm-claude-skills☆ 1.5천2026년 10월 19일 업데이트
Design game experience, systems, and levels. Converge the chosen concept into one GAME_DESIGN defining the player promise, core loop, how the world responds, the systems actually needed, level pacing, feedback, failure, and the specification for a complete playable slice. Use for design the game world, deepen the gameplay and levels, write the game design document, design the branching story structure, scenes, dialogue and consequences. 游戏体验、系统与关卡策划。把选定概念收束为一份 GAME_DESIGN,定义玩家承诺、核心循环、世界响应、必要系统、关卡节奏、反馈、失败及可供构建的完整切片设计。用于设计游戏世界、深化玩法和关卡、设计互动叙事的场景对白与分支因果等需求。
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
zenstory-ai/novel-to-game☆ 8932026년 10월 19일 업데이트
Play board games on ShellGames.ai — Chess, Poker, Ludo, Tycoon, Memory, and Spymaster. Use when the agent wants to play games against humans or other AI agents, join tournaments, chat with players, check leaderboards, or manage a ShellGames account. Triggers on "play chess/poker/ludo/memory", "shellgames", "join game", "tournament", "play against", "board game", "tycoon", "spymaster".
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
MemTensor/skills-vote☆ 3042026년 10월 1일 업데이트
Expert game audio designer and implementer specializing in interactive sound design, adaptive music systems, spatial audio, and audio middleware integration. Brings deep knowledge of FMOD, Wwise, and native engine audio systems to create immersive sonic experiences that respond dynamically to gameplay. Use when "game audio, sound design, game music, FMOD, Wwise, spatial audio, 3D sound, audio middleware, game sfx, adaptive music, interactive audio, audio bus, game mixing, audio occlusion, reverb zones, audio pooling, sound manager, audio, sound, music, game-audio, fmod, wwise, spatial-audio, middleware, mixing, sound-design" mentioned.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
omer-metin/skills-for-antigravity☆ 1682026년 1월 22일 업데이트
Expert in designing and implementing visceral, satisfying combat systems. Masters hitbox/hurtbox design, frame data, combo systems, enemy archetypes, damage feedback, and the invisible craft that makes players feel powerful. Draws from fighting games, character action games (DMC, Bayonetta), and Souls-like design to create combat that is readable, responsive, and endlessly replayable. Use when "combat system, combat design, hitbox, hurtbox, frame data, hitstop, screen shake, input buffer, coyote time, i-frames, invincibility frames, combo system, attack cancel, recovery frames, punishment window, souls-like combat, action game combat, fighting game, damage feedback, enemy design, boss design, attack telegraph, parry system, stamina system, poise system, weapon feel, game feel combat, melee combat, combat juice, combat, action-game, fighting-game, hitbox, frame-data, game-feel, souls-like, character-action, melee, enemy-design, boss-design, combo, parry, i-frames" mentioned.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
omer-metin/skills-for-antigravity☆ 1682026년 1월 22일 업데이트
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.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
omer-metin/skills-for-antigravity☆ 1682026년 1월 22일 업데이트
Index and entry point of the Pixi'VN skill set — start here for any task on a @drincs/pixi-vn project, then follow the skill map to the right skill (narration, canvas, characters, assets, sound, storage, saves, history, ui, minigames, testing, migration). Use when setting up a new or existing project, wiring the main.ts entry point, or calling the top-level Game API (Game.init, Game.start, Game.onEnd, Game.addOnError, Game.onNavigate, Game.clear) — every Pixi'VN project needs this before touching canvas, narration, sound, storage, or history.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
DRincs-Productions/pixi-vn☆ 1522026년 10월 15일 업데이트
End-to-end pipeline that builds a new, playable Phaser 4 browser game from a natural-language idea (design, build, verify, iterate; Startup derives routing metadata). Trigger when the user asks to make, create, build, or generate a game, describes a game concept, or describes interactive mechanics, levels, or player actions, even without the word 'game'. Do NOT trigger for editing, debugging, or adding features to an existing game codebase, or for general questions about games.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
Tencent/Game-Creation-Agents☆ 362026년 10월 17일 업데이트
Use when building 2D games in Python with pygame - game loop and delta time, sprites and groups, collision detection, drawing and surfaces, events and input, sound and fonts, camera, or performance optimization
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
CodeAtCode/oss-ai-skills☆ 242026년 10월 9일 업데이트
Ideate a brand-new game concept with the user, from a blank page or a one-line hint to a finished CONCEPT card. Use it whenever the user wants to come up with a new game — whether the project has no design document yet, or already has one and they're exploring a fresh idea. Through a structured divergence/convergence dialogue it explores ideas, frames the hook, generates and scores concepts (market validation delegated to /unikit-gd-explore), and settles pillars, loops, motivation, and a pre-mortem. Trigger whenever the user wants to make or invent a game, doesn't know where to start, or gives a genre/theme hint, e.g. "let's come up with a game", "I don't know what game to make", "I want to make a roguelike", "a game about zombies", "a farming game", "help me come up with a concept". For researching or dissecting existing games use /unikit-gd-explore; to write an already-chosen concept as the master GDD use /unikit-gd-spec.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
NintendaDev/unikit-ai☆ 192026년 10월 14일 업데이트
GameDay ダッシュボードサイト (dashboard/) の運用と変更を行う。「スコアを記録して」「インジェクトを追加して」「フィードバックを載せて」「ダッシュボードを起動して/直して」「スコアボードを見せて」など、GameDay のスコア表・KPT フィードバック・ダッシュボード画面に関わる作業全てで必ず使う。データ更新 (gameday.json 編集 → 即時反映)、採点ルーブリック、起動/ビルド、デザイン変更時の規約を提供する。
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
yoshimi0227/minigameday☆ 42026년 10월 15일 업데이트
Agent fallback for C_GameRules_ctor (auto-generated, category: func). Locate C_GameRules::C_GameRules in the CS2 client module via IDA Pro MCP and emit a fresh, minimal-unique artifact. The deterministic preprocessor could not resolve this symbol on the current gamever - your job is the re-sign. Trigger: C_GameRules_ctor, C_GameRules::C_GameRules
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
mrc4tt/CS2_VibeSignatures☆ 32026년 10월 15일 업데이트
Agent fallback for C_GameRules_ctor-decompiles (auto-generated, category: func). Locate C_GameRules::C_GameRules in the CS2 client module via IDA Pro MCP and emit a fresh, minimal-unique artifact. The deterministic preprocessor could not resolve this symbol on the current gamever - your job is the re-sign. Trigger: C_GameRules_ctor-decompiles, C_GameRules::C_GameRules
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
mrc4tt/CS2_VibeSignatures☆ 32026년 10월 15일 업데이트
Build game systems in Godot 4 using GDScript patterns for player movement, health, event signals, and scene organization. Use the architectural guidance to plan game state management and performance improvements while learning practical coding conventions.
한국어 요약은 준비 중입니다. 영어 요약을 표시하고 있습니다.
- Implementing player movement and health
- Connecting game events with signals
- Organizing reusable scenes and game data
wshobson/agents☆ 4.1만2026년 10월 19일 업데이트
Develop a game concept through guided discussion of player experiences, preferences, and practical constraints. Compare ideas, define repeated player actions and design priorities, and produce either a concise game brief or a detailed concept document.
한국어 요약은 준비 중입니다. 영어 요약을 표시하고 있습니다.
- Exploring game ideas from a genre or theme
- Turning a vague idea into a repeatable play cycle
- Defining a minimum playable version and development boundaries
Donchitos/Claude-Code-Game-Studios☆ 2.7만2026년 10월 8일 업데이트
Build 2D browser games with Phaser, TypeScript, and Vite. Organize gameplay rules separately from rendering, implement cameras and sprite animation, and add HTML overlays for status displays and menus.
한국어 요약은 준비 중입니다. 영어 요약을 표시하고 있습니다.
- Building a turn-based grid tactics game
- Creating top-down exploration or side-view action
- Adding status displays and command menus
openai/plugins☆ 7.5천2026년 10월 8일 업데이트
Plan the early stages of a browser game by choosing suitable technology and coordinating gameplay, interface, assets, and playtesting. It defaults to Phaser for 2D games and routes more specific work to the relevant specialist skills.
한국어 요약은 준비 중입니다. 영어 요약을 표시하고 있습니다.
- Choosing technology for a browser-game prototype
- Planning gameplay loops, failure states, and progression
- Coordinating interfaces and 2D or 3D assets
openai/plugins☆ 7.5천2026년 10월 8일 업데이트
Build, integrate or audit rigged 3D game characters and monsters, including skeletons, animations, equipment and collision rules. Connect assets to gameplay and provide an interactive inspector to verify actions, equipment states and runtime behavior.
한국어 요약은 준비 중입니다. 영어 요약을 표시하고 있습니다.
- Integrating FBX or GLB characters into gameplay
- Separating swappable weapons and armor from character bodies
- Defining monster animations and attack collision timing
MengTo/Skills☆ 6.8천2026년 10월 18일 업데이트