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☆ 6.9천2026년 10월 18일 업데이트
Test browser games through repeatable game states and short real playthroughs. Check controls, progression, saves, device layouts, and visible feedback, then report bugs with reproduction steps, severity, and browser evidence.
한국어 요약은 준비 중입니다. 영어 요약을 표시하고 있습니다.
- Gameplay checks before release
- Regression testing after game updates
- Touch controls and mobile layout checks
MengTo/Skills☆ 6.9천2026년 10월 18일 업데이트
Run C# code inside Unity Editor to inspect objects and check results. Supports short code snippets or static methods in a class, with Unity objects passed as parameters and helper files included when needed.
한국어 요약은 준비 중입니다. 영어 요약을 표시하고 있습니다.
- Inspect a GameObject's name or position
- Run a static method inside Unity Editor
- Reuse helper C# files in a snippet
IvanMurzak/Unity-MCP☆ 4.5천2026년 10월 20일 업데이트
Build a risk-matched whitebox or the approved production game for its target runtime. Turn GAME_DESIGN, and ART_DIRECTION when production begins, into a minimal BUILD_BRIEF and a runnable candidate that can be iterated with replayable evidence. Use for prototype the riskiest design question, implement the approved game design, or turn this design into a running game. 游戏构建执行。先按最大风险做白盒,或在正式生产时把批准后的 GAME_DESIGN 与 ART_DIRECTION 压缩成最小 BUILD_BRIEF,在目标运行环境中实现可运行候选并用可回放证据迭代。用于验证高风险设计问题、构建游戏原型或实现批准方案。
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
zenstory-ai/novel-to-game☆ 9012026년 10월 19일 업데이트
Direct game art and creative vision. Turn GAME_DESIGN into ART_DIRECTION defining a recognizable visual identity, functional visual and audio feedback, and key in-game moments. Use for what should the game look like, set the art direction, define the visual style. 游戏美术与创意方向。把 GAME_DESIGN 转成 ART_DIRECTION,定义可辨识的视觉身份、服务玩法的视听反馈和关键游戏时刻。用于判断游戏应该长什么样、制定游戏美术方向等需求。
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
zenstory-ai/novel-to-game☆ 9012026년 10월 19일 업데이트
Expert Godot 4 game developer specializing in GDScript, the node/scene system, signals, resources, and engine-native patterns. Provides deep knowledge of Godot's unique architecture, performance optimization, and best practices for building games from simple prototypes to production-ready releases. Use when "godot, gdscript, godot 4, godot engine, build a game with godot, godot scene, godot node, godot signal, godot resource, godot tilemap, godot physics, godot animation, godot ui, godot multiplayer, godot, gdscript, game-engine, game-development, 2d-games, 3d-games, open-source" mentioned.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
omer-metin/skills-for-antigravity☆ 1682026년 1월 22일 업데이트
Use when implementing save/load in a Pixi'VN game — Game.exportGameState()/restoreGameState()/jsonToGameState(), what the exported GameState contains, and how to persist it (save slots, quick-save, auto-save-on-refresh, downloadable JSON). Load this before writing any save-file, save-slot, or "continue game" feature.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
DRincs-Productions/pixi-vn☆ 1522026년 10월 20일 업데이트
Use when adding a minigame (snake, quiz, puzzle, timing/reaction game, ...) to a Pixi'VN visual novel — the `useMinigame` lifecycle hook pattern, using PixiJS directly on its own layer instead of `gameLayer`, hotkeys for controls, linking the minigame to a route, and why saving/restoring minigame state is the developer's own responsibility.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
DRincs-Productions/pixi-vn☆ 1522026년 10월 20일 업데이트
Interface-based state machine patterns for Unity game states, character controllers, and UI flows. Use when implementing game flow (menu -> gameplay -> game over), character states (idle -> run -> jump -> fall), AI behavior states, or UI screen transitions. Triggers on "state machine", "game states", "character states", "screen flow", "game flow", "add states to", "idle/run/jump", "menu flow", "AI states", "boss phases", or any task involving managing discrete states with transitions between them. Reads ProjectConfig.yaml -> architecture_pattern to adapt patterns for SO-first or DI-first.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
IdoCohen560/claude-unity-game-studio☆ 222026년 7월 8일 업데이트
Create and own the master game design document (GAME.md — the authored one-pager plus the generated [gen] system/flow maps) and the GD-IDS.yaml facts registry — the top-level, big-picture layer of the GDD and the machine interface the code side reads. Use it to write the master spec from a concept or dialogue, import an existing GDD (a file path or URL), edit GAME.md content ("change a pillar", "rework the monetization stance", "tweak the loop stack"), pitch the game ("pitch" → PITCH.md), re-decompose the systems ("remap"), and — importantly — to add a new system to the design map ("let's add a new system", "add a crafting system to the game design", "add this to the GDD"). This is the structural, map-level layer plus GAME.md content edits. To write or fill in the detailed parameters of one existing system, use /unikit-gd-system; to apply one edit spanning several zones at once use /unikit-gd-apply; to invent a brand-new game concept use /unikit-gd-brainstorm.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
NintendaDev/unikit-ai☆ 192026년 10월 14일 업데이트
Use when building games or interactive software in Godot 4 with C# — designing scenes and nodes, writing gameplay code, handling input, physics, animation, UI, rendering, save systems, performance work, WebSocket-based multiplayer, or exporting to platforms. Triggers on "Godot", "GDScript", "C# Godot", "scene tree", Godot node types (Node2D, Node3D, Control, CharacterBody), "_Process", "_PhysicsProcess", "signal", "autoload", "RPC", "WebSocketMultiplayerPeer", "shader", "export preset", or any Godot 4 project files. For game design see game-systems-designer; for balance see game-balancer; for game-specific intake see game-design-shaper.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
LazyIsEfficient/agentic-os☆ 172026년 10월 20일 업데이트
新しい GameDay シナリオを追加する。「シナリオを追加して」「新しい障害を考えて」「次の GameDay のネタが欲しい」「scenario-03 を作って」など、シナリオの新規作成・追補・改訂の全てで必ず使う。立案 (gameday-scenario エージェント) → 観測可能性チェック → scenarios/NN-<slug>.md への保存 → fis-experiment スキルへの引き継ぎまでの手順を提供する。特に「観測窓より速い障害は見えない」「読み取りプローブでは書き込み断が見えない」などリハーサル実測に基づく設計チェックを保存前の関門にする。
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
yoshimi0227/minigameday☆ 42026년 10월 15일 업데이트
Locate CCSGameRules::SameMapTeardown in CS2 server.dll / libserver.so via IDA Pro MCP and emit a fresh, minimal-unique signature or offset for the local gamedata entry "CCSGameRules::SameMapTeardown" (symbol CCSGameRules_SameMapTeardown). This is a non-virtual function - emit a byte signature (func_sig), not an offset. Locate it via cross-references, distinctive constants/strings in its body, or callers of related symbols; verify by decompilation before committing to a candidate. Trigger: CCSGameRules_SameMapTeardown, CCSGameRules::SameMapTeardown
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
mrc4tt/CS2_VibeSignatures☆ 32026년 10월 15일 업데이트
Find and identify the CCSGameRules_PostCleanUp function in CS2 server binary using IDA Pro MCP. Use this skill when reverse engineering CS2 server.dll or libserver.so to locate the post-round entity-cleanup routine. It is non-virtual and has no unique string of its own, so it is found via the CCSGameRules_ResetRound predecessor: PostCleanUp is the entity-cleanup call ResetRound makes. Emits a unique IDA-style byte signature and a func YAML. Mirrors the find-CCSGameRules_PostCleanUp.py preprocessor (LLM_DECOMPILE CCSGameRules_ResetRound). Trigger: CCSGameRules_PostCleanUp, PostCleanUp, CGameRules::PostCleanUp
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
mrc4tt/CS2_VibeSignatures☆ 32026년 10월 15일 업데이트
Design abstract strategy games with perfect information, no randomness, and strategic depth. Use when designing a board game, exploring abstract strategy games, brainstorming game mechanics, or evaluating game balance. Keywords: board game, game design, strategy, mechanics, balance.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
MikeCheng1208/BattleTree☆ 22026년 7월 22일 업데이트
Control the real Slay the Spire 2 game through commands connected to a local mod. Agents can read the current game state, play cards, choose routes, collect rewards, and manage shop and menu actions.
한국어 요약은 준비 중입니다. 영어 요약을 표시하고 있습니다.
- Inspect game state before choosing an action
- Play cards and use potions in combat
- Choose map routes, events, and campfire actions
HKUDS/CLI-Anything☆ 5.6만2026년 9월 22일 업데이트
Plan game development workflows by matching engines, art and audio tools, automated playtests, packaging, publishing, and analytics to available tools and credentials. Compare options by cost, quality requirements, and offline availability.
한국어 요약은 준비 중입니다. 영어 요약을 표시하고 있습니다.
- Plan a small Godot game for a game jam
- Combine AI-generated art with a simple game loop
- Choose tools for automated agent playtesting
HKUDS/CLI-Anything☆ 5.6만2026년 9월 22일 업데이트
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.
한국어 요약은 준비 중입니다. 영어 요약을 표시하고 있습니다.
- 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☆ 2.7만2026년 10월 19일 업데이트
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.
한국어 요약은 준비 중입니다. 영어 요약을 표시하고 있습니다.
- 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☆ 2.7만2026년 10월 19일 업데이트
Create a game's art direction document, defining its visual rules, mood, shapes, colors, and production standards. Review and approve sections individually, with guidance that connects character, environment, and interface design to the game's concept and technical constraints.
한국어 요약은 준비 중입니다. 영어 요약을 표시하고 있습니다.
- Defining a game's core visual identity before asset production
- Documenting character, environment, and interface design rules
- Aligning asset standards with engine and performance limits
Donchitos/Claude-Code-Game-Studios☆ 2.7만2026년 10월 19일 업데이트
Research game modding methods and tools across public websites and archived pages. Recover information from dead forum links, compare reports, and produce findings with source URLs, version details, credibility notes, and clearly identified gaps.
한국어 요약은 준비 중입니다. 영어 요약을 표시하고 있습니다.
- Find earlier modding work for a game
- Recover information from dead forum links
- Check reports about a tool's supported versions
rehan-remade/universal-modder☆ 8.5천2026년 10월 20일 업데이트
Prepare generated or hand-drawn artwork for a game's required file layout, dimensions, colors, and transparency. Create sprite sheets, assemble animation frames, and render 3D models into consistent views for use as game images.
한국어 요약은 준비 중입니다. 영어 요약을 표시하고 있습니다.
- Prepare artwork for a game's required sprite dimensions
- Assemble animation frames into a sprite sheet
- Render a 3D unit from multiple directions
rehan-remade/universal-modder☆ 8.5천2026년 10월 20일 업데이트
Record a game mod with its own audio, or combine existing clips into a short showcase for X or YouTube. Select highlights from timestamped image grids, then add animated titles, credits, transitions, music, and a watermark.
한국어 요약은 준비 중입니다. 영어 요약을 표시하고 있습니다.
- Recording a game mod demo
- Cutting a short trailer from gameplay highlights
- Combining existing clips with creator credits
rehan-remade/universal-modder☆ 8.5천2026년 10월 20일 업데이트
Plan a browser game's architecture before coding. Choose an engine, separate game rules from rendering, and define input, assets, menus, saves, debugging, and performance checks within a shared design.
한국어 요약은 준비 중입니다. 영어 요약을 표시하고 있습니다.
- Choose an engine for a 2D or 3D browser game
- Separate game state from rendering responsibilities
- Plan input mappings and asset organization
openai/plugins☆ 7.5천2026년 10월 8일 업데이트