Enhance existing interfaces with ambitious browser techniques, from scroll-linked animation and natural motion to smooth large-data displays. Compare implementation directions, build the selected approach, and refine it through browser previews, performance checks, and accessible fallbacks.
한국어 요약은 준비 중입니다. 영어 요약을 표시하고 있습니다.
- Adding scroll-linked effects to landing pages
- Creating fluid transitions between buttons and dialogs
- Keeping large tables and search results responsive
fengshao1227/ccg-workflow☆ 5.9천2026년 10월 19일 업데이트
Search live Unity Editor data with a single read-only RQL query. Filter objects and components, inspect assets and logs, sort results, count matches, or traverse object hierarchies, with results returned as compact rows.
한국어 요약은 준비 중입니다. 영어 요약을 표시하고 있습니다.
- List active objects whose names contain Enemy
- Inspect lights above a chosen intensity
- List material shaders and color properties
IvanMurzak/Unity-MCP☆ 4.5천2026년 10월 20일 업데이트
Lead workflow for developing vgpu features and Blender assets with the repository's subharness specialists. Use for agent-based research, API design, implementation, shaders, materials, simulations, or ImageGen-guided asset iteration, and when the human mentions the agent flow or subharness team.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
vercel-labs/vgpu☆ 2.6천2026년 10월 17일 업데이트
Upgrade 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.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
majidmanzarpour/threejs-game-skills☆ 2.6천2026년 9월 28일 업데이트
Build 3D web apps with Three.js (WebGL/WebGPU). Use for 3D scenes, animations, custom shaders, PBR materials, VR/XR experiences, games, data visualizations, product configurators.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
mrgoonie/claudekit-skills☆ 2.2천2026년 4월 3일 업데이트
Build, run, debug and ship 3D city games in Godot 4 — procedurally generated cities (block grids, districts, weighted building typologies, MultiMesh batching, facade shaders, terrain, day/night, landmarks), first-person controllers, headless verification, Blender-generated .glb assets, rigged character and animation packs, real OpenStreetMap-derived cities, WebAssembly export, and cloud GPU streaming on GCP. Use this skill whenever the work involves Godot or a .gd/.tscn/.gdshader/project.godot file; whenever someone wants to start, set up, clone onto a new machine, or stand up a 3D game or city generator; whenever they mention procedural city, city generator, block grid, building typology, MultiMesh, facade shader, terrain heightmap, navmesh, Godot export templates, export presets, headless Godot, .glb pipeline, Blender asset generation, character rigs or borrowed animations; and whenever they want to deploy or share a game — web export, SharedArrayBuffer/COOP/COEP, Selkies, pixel streaming, GPU VM, or "let people play this without installing anything." Reach for it even on vague asks like "get this running", "why is my city slow", "my model faces backwards", "make it work on a cloud machine", or "set this up somewhere else too" when a Godot 3D project is in play.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
Leanmcp/gateway-skills☆ 2.1천2026년 10월 8일 업데이트
Extract, define, and apply design DNA across three dimensions: design system (tokens), design style (qualitative feel), and visual effects (Canvas, WebGL, 3D, particles, shaders, scroll effects, etc.). Use this skill when: (1) a user wants to see the full 3-dimension design structure/schema, (2) a user provides images, screenshots, or URLs of reference designs and wants them analyzed into a structured JSON profile covering all three dimensions, (3) a user has a Design DNA JSON and content and wants a design generated from it, or (4) any combination of these phases. Triggers on "design DNA", "extract design style", "analyze design", "design tokens from reference", "generate design from JSON", "design system from screenshot", "design profile", "style guide JSON", "visual effects analysis", "design with effects", "3d design analysis".
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
zanwei/design-dna☆ 2천2026년 8월 28일 업데이트
Routes any game-development request to the right specialized skill(s): it detects the engine (Godot, Unity, Unreal, Bevy, Phaser, PixiJS, three.js, LÖVE, pygame, Roblox) and the task, then reads the chosen skill before acting. Use to make a game or to decide which skill applies — for players, levels, enemies, shaders, art direction, sprites, tiles, textures, 3D assets, UI/UX, cameras, game feel, physics, input, audio, saving, multiplayer, AI, dialogue, procedural generation, or performance, for genres (platformer, roguelike, RPG, FPS, tower-defense, card game, visual novel, survival-crafting, puzzle), and for shipping (game jam, Steam, itch). Start here when unsure which gamedev skill to use.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
gamedev-skills/awesome-gamedev-agent-skills☆ 1.8천2026년 10월 9일 업데이트
Build animations and interactive elements (explainers, figures, hero visuals, step-through walkthroughs) in the crafted isometric "Anatomy" style, with many small precise solid parts, four-tone shading, correct painter's order, a framed card with title, hint and live readout, and calm eased motion. Works for physical machines and for abstract concepts (e.g. how an LLM picks its next token), as SVG/HTML or React/Next.js, with optional in-perspective WebGL shaders. Use this whenever someone wants an isometric animation, interactive element, explanatory diagram or figure for docs, a blog post, a landing page or an article, a "Linear-style" or "premium" technical drawing, or an SVG that shows how a system, algorithm or component works, even if they never say "isometric".
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
dzhng/skills☆ 1.4천2026년 10월 20일 업데이트
Architecture rules for GPU rendering with TypeGPU/WebGPU. Use when adding or changing render passes, shaders, frame orchestration, GPU resources, culling, terrain, shadows, or visual performance work.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
dzhng/skills☆ 1.4천2026년 10월 20일 업데이트
Use when working with ANY GPU rendering, Metal, OpenGL migration, shaders, 3D content, RealityKit, AR, USD/USDZ files, or display performance. Covers Metal migration, shader conversion, RealityKit ECS, RealityView, USDKit, ProMotion.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
CharlesWiltgen/Axiom☆ 1.2천2026년 10월 20일 업데이트
Use when an agent drives Godot 4.7 on macOS or Windows for any task: headless --script jobs, --import, --check-only, command-line exports, GUT tests, windowed screenshots, the headless editor (-e) or an MCP server into a running editor; when a run hangs or fails silently, a capture is black, Godot 3 code breaks in 4.x, 'Identifier not found', export templates are missing; or when a Godot brief (2D, 3D, shaders, VFX, UI, multiplayer, export) must go to the right scenario-godot-* specialist.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
scenario-labs/skills☆ 1.1천2026년 10월 20일 업데이트
Use when a UE5 task involves materials or textures: a master material and instances for a kit, Substrate or legacy, Blendable vs Adaptive GBuffer, glass, emissive screens, decals, edge wear and dirt, landscape layers and RVT, toon or cel shading, "too many shaders" or shader permutations, static switches, usage flags, texture compression (BC7, normal maps, ORM packing, sRGB), texture memory, or "is this material expensive".
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
scenario-labs/skills☆ 1.1천2026년 10월 20일 업데이트
Compile hand-written native compute shaders and dispatch them from a Stream through NativeShaderExt — HLSL on dx/vk (DXC), GLSL on vk (glslang), CUDA C++ on cuda (NVRTC) — covering compile/reflect/load, NativeShaderLauncher binding by index/register+space/positional, uniforms (root constants / push constants / scalar kernel params), the per-argument Usage contract, include dirs, and lifetime.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
LuisaGroup/LuisaCompute☆ 1.1천2026년 10월 20일 업데이트
Builds game systems with Unity/Unreal Engine, implements ECS architecture, configures physics and multiplayer networking, optimizes frame rates, and develops shaders.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
paperclipai/companies☆ 9282026년 3월 24일 업데이트
Expert blueprint for RichTextLabel with BBCode formatting (bold, italic, colors, images, clickable links) and custom effects. Covers meta tags, RichTextEffect shaders, and dynamic content. Use when implementing dialogue systems OR formatted text. Keywords RichTextLabel, BBCode, [b], [color], [url], meta_clicked, RichTextEffect, dialogue.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
thedivergentai/Game-Dev-Agentic-Skills☆ 8732026년 10월 17일 업데이트
Expert blueprint for GPU particle systems (explosions, magic effects, weather, trails) using GPUParticles2D/3D, ParticleProcessMaterial, gradients, sub-emitters, and custom shaders. Use when creating VFX, environmental effects, or visual feedback. Keywords GPUParticles2D, ParticleProcessMaterial, emission_shape, color_ramp, sub_emitter, one_shot.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
thedivergentai/Game-Dev-Agentic-Skills☆ 8732026년 10월 17일 업데이트
Expert Godot shader patterns for batch-safe hitflash, alpha-scissor foliage/dissolve, screenspace postFX, depth reconstruction, triplanar, and instance uniforms — not first-shader tutorials. Trigger on draw-call batching breaks, discard vs depth-prepass, foliage shadows, post-process quads, or world-position FX. Keywords: instance uniform, ALPHA_SCISSOR, hint_screen_texture, hint_depth_texture, global uniform, sampler2DArray, canvas_item, spatial, post-processing.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
thedivergentai/Game-Dev-Agentic-Skills☆ 8732026년 10월 17일 업데이트
Expert blueprint for digital card games (CCG/Deckbuilders) including card data structures (Resource-based), deck management (draw/discard/reshuffle), turn logic, hand layout (arcing), drag-and-drop UI, effect resolution (Command pattern), and visual polish (godot-tweening, shaders). Use for CCG, deckbuilders, or tactical card games. Trigger keywords: card_game, deck_manager, card_data, hand_layout, drag_drop_cards, effect_resolution, command_pattern, draw_pile, discard_pile.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
thedivergentai/Game-Dev-Agentic-Skills☆ 8732026년 10월 17일 업데이트
Expert blueprint for RichTextLabel with BBCode formatting (bold, italic, colors, images, clickable links) and custom effects. Covers meta tags, RichTextEffect shaders, and dynamic content. Use when implementing dialogue systems OR formatted text. Keywords RichTextLabel, BBCode, [b], [color], [url], meta_clicked, RichTextEffect, dialogue.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
thedivergentai/Game-Design-Agentic-Skills☆ 8502026년 10월 13일 업데이트
Expert Godot shader patterns for batch-safe hitflash, alpha-scissor foliage/dissolve, screenspace postFX, depth reconstruction, triplanar, and instance uniforms — not first-shader tutorials. Trigger on draw-call batching breaks, discard vs depth-prepass, foliage shadows, post-process quads, or world-position FX. Keywords: instance uniform, ALPHA_SCISSOR, hint_screen_texture, hint_depth_texture, global uniform, sampler2DArray, canvas_item, spatial, post-processing.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
thedivergentai/Game-Design-Agentic-Skills☆ 8502026년 10월 13일 업데이트
Expert blueprint for GPU particle systems (explosions, magic effects, weather, trails) using GPUParticles2D/3D, ParticleProcessMaterial, gradients, sub-emitters, and custom shaders. Use when creating VFX, environmental effects, or visual feedback. Keywords GPUParticles2D, ParticleProcessMaterial, emission_shape, color_ramp, sub_emitter, one_shot.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
thedivergentai/Game-Design-Agentic-Skills☆ 8502026년 10월 13일 업데이트
Expert blueprint for digital card games (CCG/Deckbuilders) including card data structures (Resource-based), deck management (draw/discard/reshuffle), turn logic, hand layout (arcing), drag-and-drop UI, effect resolution (Command pattern), and visual polish (godot-tweening, shaders). Use for CCG, deckbuilders, or tactical card games. Trigger keywords: card_game, deck_manager, card_data, hand_layout, drag_drop_cards, effect_resolution, command_pattern, draw_pile, discard_pile.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
thedivergentai/Game-Design-Agentic-Skills☆ 8502026년 10월 13일 업데이트
Import Figma content into a HyperFrames composition — rendered assets, brand tokens, components, storyboard sections → reconstructed motion (frames read as states, not slides) (REST/CLI), connector-assisted motion when available, and shaders from a connector or native export. Use when the user pastes a figma.com link or asks to bring a Figma design, frame, logo, brand, or animation into a video/composition.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
coco-research/coco☆ 8172026년 10월 20일 업데이트