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cccskills

「gameplay」の検索結果

80 件 ・ 関連度順

概要と使いどころ

Generate automated game tests for gameplay systems. Use when the user says "automate tests" or "generate tests"

日本語の概要は準備中です。原文の説明を表示しています。

bmad-code-org/bmad-module-game-dev-studio2502026年9月25日 更新

Launch and drive an isolated World of Warcraft 1.12.1 client against a local Thistle Tea server, including keyboard input, left/right clicks, camera drags, screenshots, real instance entry, log observation, and Tidewave runtime probes. Use for real-client gameplay acceptance, client-sensitive protocol or movement verification, reproducing live bugs, checking visibility and instance isolation, or validating a scripted content chain beyond automated tests.

日本語の概要は準備中です。原文の説明を表示しています。

pikdum/thistle_tea2382026年10月11日 更新

Play Pokémon games via headless emulation. Start a game server, read game state, make strategic decisions, and send actions — all from the terminal.

日本語の概要は準備中です。原文の説明を表示しています。

NousResearch/pokemon-agent1822026年6月3日 更新

The craft of weaving story into interactive systems where the player is both audience and author. This skill covers the unique challenges of game narrative: branching structures that respect player agency, environmental storytelling that rewards exploration, dialogue systems that feel alive, and the delicate balance between authored experience and emergent narrative. Unlike linear media, games don't tell stories TO players - they create the conditions for stories to emerge WITH players. The narrative designer's job is to build the scaffolding that supports infinite player-authored moments while maintaining coherent themes and emotional arcs. This skill synthesizes lessons from Disco Elysium's internal monologue as gameplay, Hades' death-as-narrative-engine, interactive fiction's branching mastery (Inkle, Twine), and procedural narrative pioneers like Dwarf Fortress. It addresses ludonarrative harmony, bark systems, cinematics that respect agency, and the "and therefore" test that separates plot from story. Use when "narrative design, game story, game writing, dialogue system, branching narrative, player choice, environmental storytelling, bark system, quest design, lore delivery, ludonarrative, interactive fiction, inkle, twine, dialogue tree, player agency, cinematic design, voice direction, localization, procedural narrative, narrative, game-writing, dialogue, branching, player-agency, environmental-storytelling, quest-design, voice-acting, localization, interactive-fiction, procedural-narrative, ludonarrative" mentioned.

日本語の概要は準備中です。原文の説明を表示しています。

omer-metin/skills-for-antigravity1652026年1月22日 更新

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.

日本語の概要は準備中です。原文の説明を表示しています。

omer-metin/skills-for-antigravity1652026年1月22日 更新

Use when starting any game task, before writing tests - find out which editors and runners exist on this machine, keep gameplay rules in engine-independent classes with an injected clock and seeded RNG, and report exactly what could not run.

日本語の概要は準備中です。原文の説明を表示しています。

makifbaysal/tasktrooper1122026年10月12日 更新

Use when writing Unreal Engine 5 C++ - the gameplay framework classes and where logic belongs, UObject/AActor/UActorComponent lifecycle, UPROPERTY/UFUNCTION and GC-safe pointers (TObjectPtr, TWeakObjectPtr), subsystems, the C++/Blueprint boundary, Enhanced Input, tick discipline, and compiling from the command line.

日本語の概要は準備中です。原文の説明を表示しています。

makifbaysal/tasktrooper1122026年10月12日 更新

Use when adding or changing tuning values, items, enemies, abilities or levels - put them in the engine's data assets (ScriptableObject, Resource, DataAsset/DataTable, JSON/RON) with validation and stable IDs, keep runtime state out of shared data, inject services instead of singletons, and test data invariants.

日本語の概要は準備中です。原文の説明を表示しています。

makifbaysal/tasktrooper1122026年10月12日 更新

Orchestrate the combat team: coordinates game-designer, gameplay-programmer, ai-programmer, technical-artist, sound-designer, and qa-tester to design, implement, and validate a combat feature end-to-end.

日本語の概要は準備中です。原文の説明を表示しています。

striderZA/OpenCodeGameStudios922026年10月7日 更新

Orchestrate audio team: audio-director + sound-designer + technical-artist + gameplay-programmer for full audio pipeline from direction to implementation.

日本語の概要は準備中です。原文の説明を表示しています。

striderZA/OpenCodeGameStudios922026年10月7日 更新

Create a complete feature module with folder structure, Assembly Definition (.asmdef), test assembly, and namespace. Use when adding a new feature, system, or module to a Unity project. Triggers on requests like "create a new feature", "scaffold a module", "add a combat system", "I need a health system", "set up inventory", "create a new module for X", "add a new system", "new feature folder", or any task requiring new folders, assemblies, or namespaces for a gameplay feature — even when the user just names a system they want to build from scratch. Reads ProjectConfig.yaml for folder_strategy and MCP availability.

日本語の概要は準備中です。原文の説明を表示しています。

IdoCohen560/claude-unity-game-studio222026年7月8日 更新

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.

日本語の概要は準備中です。原文の説明を表示しています。

IdoCohen560/claude-unity-game-studio222026年7月8日 更新

Orchestrate audio team: audio-director + sound-designer + technical-artist + gameplay-programmer for full audio pipeline from direction to implementation.

日本語の概要は準備中です。原文の説明を表示しています。

IdoCohen560/claude-unity-game-studio222026年7月8日 更新

Orchestrate the combat team: coordinates game-designer, gameplay-programmer, ai-programmer, technical-artist, sound-designer, and qa-tester to design, implement, and validate a combat feature end-to-end.

日本語の概要は準備中です。原文の説明を表示しています。

IdoCohen560/claude-unity-game-studio222026年7月8日 更新

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.

日本語の概要は準備中です。原文の説明を表示しています。

jim60105/copilot-prompt212026年10月9日 更新

Analyze game design documents and implementations for core gameplay loop clarity and depth, XP leveling curves and unlock pacing, difficulty curve spikes and plateaus, skill tree viability, player motivation via Self-Determination Theory.

日本語の概要は準備中です。原文の説明を表示しています。

tinh2/skills-hub-registry192026年9月5日 更新

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.

日本語の概要は準備中です。原文の説明を表示しています。

LazyIsEfficient/agentic-os172026年7月17日 更新

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.

日本語の概要は準備中です。原文の説明を表示しています。

LazyIsEfficient/agentic-os172026年7月17日 更新

Play Pokemon via headless emulator + RAM reads.

日本語の概要は準備中です。原文の説明を表示しています。

kevinnft/ai-agent-skills132026年8月1日 更新

Play Pokemon via headless emulator + RAM reads.

日本語の概要は準備中です。原文の説明を表示しています。

openamer/openamer62026年10月13日 更新

Play Pokemon via headless emulator + RAM reads.

日本語の概要は準備中です。原文の説明を表示しています。

MustafaKemal0146/fetih52026年10月11日 更新

Record PlayMode keyboard and mouse input to JSON. Use to capture gameplay, bug repro, or E2E input sequences for replay.

日本語の概要は準備中です。原文の説明を表示しています。

41h0-siro/cedec2026-lt-ai-ui-workflow42026年7月23日 更新

Replay recorded PlayMode keyboard and mouse input. Use for exact gameplay reproduction, E2E runs, or consistent demos from JSON recordings.

日本語の概要は準備中です。原文の説明を表示しています。

41h0-siro/cedec2026-lt-ai-ui-workflow42026年7月23日 更新

Simulate Mouse.current input in PlayMode through Unity Input System. Use for gameplay clicks, mouse delta, or scroll; use simulate-mouse-ui for EventSystem UI elements.

日本語の概要は準備中です。原文の説明を表示しています。

41h0-siro/cedec2026-lt-ai-ui-workflow42026年7月23日 更新