Research-grounded workflow for designing, reviewing, and improving video game user interfaces, including HUDs, menus, navigation, focus states, onboarding/tutorials, objective tracking, input prompts, readability, accessibility, and destructive-action flows. Use when asked how to make good game UI, critique a game UI or HUD, propose UI/UX guidelines, design menu or gameplay interfaces, compare HUD vs diegetic/spatial presentation, create a UI design brief, or run a usability/accessibility review for PC, console, mobile, or VR games.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
jim60105/copilot-prompt☆ 222026년 10월 16일 업데이트
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.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
IdoCohen560/claude-unity-game-studio☆ 222026년 7월 8일 업데이트
GameDay / FIS 実験の振り返りを行う。「振り返りして」「実験の結果をまとめて」「障害の影響を見せて」「ドリフト検出して」「講評して」など、実験の前後比較・影響分析・講評作成の全てで必ず使う。実験の「前」から使うスキルであることに注意 — ベースライン取得 (実験前) → 観測 (実験中) → 3 視点分析と KPT 講評の gameday.json への書き込み (実験後) までを一連で扱う。cdk drift / CloudFormation ドリフト検出、Synthetics canary の結果確認、CloudWatch メトリクスの前後比較が絡む作業も該当する。
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
yoshimi0227/minigameday☆ 42026년 10월 15일 업데이트
Agent fallback for CEngineGameUI_Shutdown (auto-generated, category: vfunc). Locate CEngineGameUI::Shutdown in the CS2 engine 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: CEngineGameUI_Shutdown, CEngineGameUI::Shutdown
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
mrc4tt/CS2_VibeSignatures☆ 32026년 10월 20일 업데이트
Agent fallback for CEngineGameUI_vtable (auto-generated, category: func). Locate CEngineGameUI_vtable in the CS2 engine 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: CEngineGameUI_vtable, CEngineGameUI_vtable
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
mrc4tt/CS2_VibeSignatures☆ 32026년 10월 20일 업데이트
Agent fallback for CCSGameRules_vtable (auto-generated, category: func). Locate CCSGameRules_vtable in the CS2 server 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: CCSGameRules_vtable, CCSGameRules_vtable
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
mrc4tt/CS2_VibeSignatures☆ 32026년 10월 20일 업데이트
Agent fallback for CCSGameRules_PlayerSpawn (auto-generated, category: vfunc). Locate CCSGameRules::PlayerSpawn in the CS2 server 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: CCSGameRules_PlayerSpawn, CCSGameRules::PlayerSpawn
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
mrc4tt/CS2_VibeSignatures☆ 32026년 10월 20일 업데이트
Agent fallback for CCSGameRules_GoToIntermission (auto-generated, category: vfunc). Locate CCSGameRules::GoToIntermission in the CS2 server 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: CCSGameRules_GoToIntermission, CCSGameRules::GoToIntermission
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
mrc4tt/CS2_VibeSignatures☆ 32026년 10월 20일 업데이트
Agent fallback for CCSGameRules_FindPickerEntity (auto-generated, category: vfunc). Locate CCSGameRules::FindPickerEntity in the CS2 server 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: CCSGameRules_FindPickerEntity, CCSGameRules::FindPickerEntity
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
mrc4tt/CS2_VibeSignatures☆ 32026년 10월 20일 업데이트
Agent fallback for CCSGameRules_BeginRound (auto-generated, category: func). Locate CCSGameRules::BeginRound in the CS2 server 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: CCSGameRules_BeginRound, CCSGameRules::BeginRound
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
mrc4tt/CS2_VibeSignatures☆ 32026년 10월 20일 업데이트
Agent fallback for C_GameRules_vtable (auto-generated, category: func). Locate C_GameRules_vtable 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_vtable, C_GameRules_vtable
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
mrc4tt/CS2_VibeSignatures☆ 32026년 10월 20일 업데이트
Control the real Slay the Spire 2 game through a local bridge mod. Agents can read the current game state and issue commands for combat, map navigation, rewards, events, shops, and menus.
한국어 요약은 준비 중입니다. 영어 요약을 표시하고 있습니다.
- Play cards and use potions based on the current combat state
- Choose map routes and event options
- Collect rewards and shop items
HKUDS/CLI-Anything☆ 5.6만2026년 9월 22일 업데이트
Design and improve Unity games that process large numbers of entities. Learn ECS, an approach that separates data from behavior, and apply Jobs and Burst patterns to organize parallel processing and address CPU performance bottlenecks.
한국어 요약은 준비 중입니다. 영어 요약을 표시하고 있습니다.
- Designing Unity games with thousands of entities
- Converting object-oriented game logic to ECS
- Addressing CPU performance bottlenecks
wshobson/agents☆ 4.1만2026년 10월 20일 업데이트
Get started with a game project by reviewing existing work and answering questions about the idea, project scope, and preferred confirmation frequency. Save initial project settings and receive a workflow matched to the chosen level of process.
한국어 요약은 준비 중입니다. 영어 요약을 표시하고 있습니다.
- Starting a game project without an idea
- Choosing next steps for a rough or clear concept
- Organizing existing game documents and code
Donchitos/Claude-Code-Game-Studios☆ 2.7만2026년 10월 19일 업데이트
Turn game design and architecture documents into epics, bounded groups of development work for individual modules. Produce scope documents and an index, showing which requirements have recorded design decisions and where guidance is missing.
한국어 요약은 준비 중입니다. 영어 요약을 표시하고 있습니다.
- Turning game designs into module-level development scope
- Planning epics for a specific development layer
- Finding requirements without architecture decisions
Donchitos/Claude-Code-Game-Studios☆ 2.7만2026년 10월 19일 업데이트
Break a game concept into the systems it needs, including supporting systems that are easy to overlook. Map dependencies, assign priorities by development stage, and create an index showing the recommended order for detailed design.
한국어 요약은 준비 중입니다. 영어 요약을 표시하고 있습니다.
- Identifying the systems a game concept requires
- Finding dependency cycles and bottleneck systems
- Choosing systems for the minimum playable version
Donchitos/Claude-Code-Game-Studios☆ 2.7만2026년 10월 19일 업데이트
Break a large game development feature into implementation tasks with clear acceptance criteria. Each task carries relevant requirements and design decisions, with test specifications added when the selected review mode includes a QA review.
한국어 요약은 준비 중입니다. 영어 요약을 표시하고 있습니다.
- Break a game feature into implementation tasks
- Carry requirements and design decisions into task files
- Define acceptance criteria and test specifications
Donchitos/Claude-Code-Game-Studios☆ 2.7만2026년 10월 19일 업데이트
Build a quick, disposable game prototype in HTML, a game engine, or on paper to test one core mechanic. Use playtest findings to decide whether to continue, change direction, stop, or leave the idea unassessed.
한국어 요약은 준비 중입니다. 영어 요약을 표시하고 있습니다.
- Test whether a core game mechanic is fun
- Compare several variations of a game concept
- Explore a mechanic change during production
Donchitos/Claude-Code-Game-Studios☆ 2.7만2026년 10월 19일 업데이트
Inspect game code, data files, live memory, and graphics captures to understand the internals needed for a mod. Choose tools for the game’s technology, document findings, and validate unknown file formats by decoding and re-encoding them.
한국어 요약은 준비 중입니다. 영어 요약을 표시하고 있습니다.
- Finding boss behavior or damage calculations
- Investigating an undocumented game file format
- Locating player coordinates in live memory
rehan-remade/universal-modder☆ 8.6천2026년 10월 20일 업데이트
Build 3D browser games and interactive scenes inside React apps with React Three Fiber. Organize gameplay logic, coordinate scene and interface state, and connect the 3D experience with standard web menus, settings, and status displays.
한국어 요약은 준비 중입니다. 영어 요약을 표시하고 있습니다.
- Embed a 3D game in an existing React app
- Connect a 3D scene with menus and settings
- Build a 3D product configurator
openai/plugins☆ 7.5천2026년 10월 8일 업데이트
Design and implement browser game interfaces that keep the playfield visible. Create status displays, menus, and overlays with a consistent visual theme, responsive layouts for desktop and mobile, and clear interaction boundaries for 3D camera controls.
한국어 요약은 준비 중입니다. 영어 요약을 표시하고 있습니다.
- Design status displays that keep the playfield visible
- Create menus that fit the game world
- Adapt game interfaces for desktop and mobile
openai/plugins☆ 7.5천2026년 10월 8일 업데이트
Test browser games through player actions and screenshot review. It checks startup, controls, scene changes, and interface visibility, then reports concrete issues with severity, reproduction steps, and the likely responsible subsystem.
한국어 요약은 준비 중입니다. 영어 요약을 표시하고 있습니다.
- Check startup and core gameplay actions
- Review HUD visibility and playfield obstruction
- Test 3D camera and menu interactions
openai/plugins☆ 7.5천2026년 10월 8일 업데이트
Prepare and deploy Three.js or other web games from a tested commit, a specific saved code version. Check the live game's controls, assets, and display, then record release evidence and a rollback target.
한국어 요약은 준비 중입니다. 영어 요약을 표시하고 있습니다.
- Releasing a tested web game
- Checking controls and assets in production
- Recording release evidence and a rollback target
MengTo/Skills☆ 6.9천2026년 10월 18일 업데이트
Build and test Three.js games for mobile browsers, covering touch controls, screen orientation, readable game information, and device-appropriate graphics. Refine movement, actions, inventory interactions, and performance through checks of real mobile browser behavior.
한국어 요약은 준비 중입니다. 영어 요약을 표시하고 있습니다.
- Designing touch movement and action controls
- Adapting game screens to portrait and landscape
- Tuning graphics quality for mobile devices
MengTo/Skills☆ 6.9천2026년 10월 18일 업데이트