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.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
makifbaysal/tasktrooper☆ 1172026년 10월 18일 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 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
Measure and improve Three.js or WebGL game performance through repeatable gameplay checks. Identify CPU or GPU bottlenecks, reduce unnecessary rendering and processing, and verify that controls, collisions, visuals, and memory remain stable.
한국어 요약은 준비 중입니다. 영어 요약을 표시하고 있습니다.
- Investigating frame-time spikes
- Reducing rendering and particle workloads
- Improving performance on mobile devices
MengTo/Skills☆ 6.8천2026년 10월 18일 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
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
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.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
scenario-labs/skills☆ 1.1천2026년 10월 19일 업데이트
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).
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
gustavomenani/editing-gameplay-montages☆ 592026년 10월 13일 업데이트
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.
한국어 요약은 준비 중입니다. 영어 요약을 표시하고 있습니다.
- 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☆ 2.7만2026년 10월 8일 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 8일 업데이트
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.
한국어 요약은 준비 중입니다. 영어 요약을 표시하고 있습니다.
- Preparing a playtest report template
- Organizing raw playtest notes
- Separating gameplay issues from bugs
Donchitos/Claude-Code-Game-Studios☆ 2.7만2026년 10월 8일 업데이트
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.
한국어 요약은 준비 중입니다. 영어 요약을 표시하고 있습니다.
- 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☆ 2.7만2026년 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
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☆ 6.8천2026년 10월 18일 업데이트
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.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
LearnPrompt/awesome-seedance☆ 2.2천2026년 10월 19일 업데이트
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.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
scenario-labs/skills☆ 1.1천2026년 10월 19일 업데이트
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.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
scenario-labs/skills☆ 1.1천2026년 10월 19일 업데이트
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.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
thedivergentai/Game-Dev-Agentic-Skills☆ 8692026년 10월 17일 업데이트
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.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
thedivergentai/Game-Dev-Agentic-Skills☆ 8692026년 10월 17일 업데이트
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.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
thedivergentai/Game-Design-Agentic-Skills☆ 8502026년 10월 13일 업데이트
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.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
thedivergentai/Game-Design-Agentic-Skills☆ 8502026년 10월 13일 업데이트
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.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
calesthio/generative-media-skills☆ 2062026년 7월 14일 업데이트
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
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