Write game shaders from cross-engine fundamentals — the vertex→fragment pipeline, coordinate spaces, UV math, and common 2D/3D effects (tint, UV scroll, dissolve, outline, fresnel rim, vignette) in GLSL with HLSL equivalents. Use when the user mentions shaders, fragment/pixel shader, vertex shader, UV, GLSL, HLSL, or effects like dissolve, outline, or rim light.
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。
gamedev-skills/awesome-gamedev-agent-skills☆ 1,4682026年10月9日 更新
Design save/load for game state — choosing what to serialize, file formats, save slots, atomic crash-safe writes, schema versioning and migration, and autosave. Engine-neutral. Use when the user mentions save system, save/load, game state persistence, save slots, autosave, save file corruption, or migrating old saves to a new version.
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。
gamedev-skills/awesome-gamedev-agent-skills☆ 1,4682026年10月9日 更新
Generate game content procedurally — seeded deterministic RNG, value/Perlin/ Simplex noise for terrain and heightmaps, grid dungeon generation (rooms + corridors, BSP, random walk), and weighted loot/drop tables. Engine-neutral algorithms. Use when the user mentions procedural generation, perlin/simplex noise, random seed, dungeon generator, heightmap/terrain, or loot tables.
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。
gamedev-skills/awesome-gamedev-agent-skills☆ 1,4682026年10月9日 更新
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.
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-antigravity☆ 1652026年1月22日 更新
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.
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-antigravity☆ 1652026年1月22日 更新
Unreal Engineのエディターを操作し、物体の配置、照明や素材の調整、カメラ設定を進めます。シーンの状態と見た目を確認し、画像やレンダーを出力するスキル。
- 3Dレベルの構築と配置
- 雰囲気に合う照明に調整したいとき
- カメラの構図設定とレンダー出力
NousResearch/hermes-agent☆ 25.3万2026年10月13日 更新
Expertise in real-time multiplayer networking, lag compensation, and authoritative server architectureUse when "multiplayer game, netcode, client-server game, P2P networking, lag compensation, rollback networking, game server, matchmaking, lobby system, player synchronization, state replication, dedicated server, authoritative server, tick rate, network prediction, interpolation, extrapolation, GGPO, lockstep, real-time multiplayer, networking, multiplayer, gamedev, realtime, client-server, p2p, netcode, synchronization, lag-compensation, matchmaking" 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-antigravity☆ 1652026年1月22日 更新
Creates Roblox experiences from empty Studio place to published world. Use when starting, building, validating, or shipping a Roblox game.
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。
vasilyu1983/AI-Agents-public☆ 952026年10月12日 更新
Creates Godot games from empty project to exported build. Use when starting, building, validating, or shipping a Godot 2D/3D game or app.
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。
vasilyu1983/AI-Agents-public☆ 952026年10月12日 更新
Game development expert including DragonRuby, Unity, and game mechanics
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。
oimiragieo/agent-studio☆ 432026年7月14日 更新
Meta-skill for complete Roblox game development with Rojo — the entry point that knows and unifies the three specialist skills `/rojo` (filesystem→Studio sync, project setup), `/rbx-studio` (editor, MCP, assets, malware scan) and `/game-design` (roles, workflows, GDD). Use this skill for ANY Roblox game-dev undertaking: planning/building/setting up a Roblox game, scaffolding a new project, defining code architecture (Main + manager modules, _G.ClientState + HUD, remotes in GameEnums), avoiding Luau/Roblox pitfalls, or when it is unclear which of the Roblox specialist skills fits — routing happens from here. Also trigger on "develop Roblox game", "build Roblox game", "new Roblox project", "Luau project structure", "how do I organize Roblox code", "Roblox dev setup".
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。
ellmos-ai/skills☆ 82026年10月12日 更新
Operating Rojo — the filesystem-to-Roblox-Studio sync tool for professional Roblox development in VS Code / Claude Code instead of the Studio editor. Use this skill whenever Rojo is involved: `rojo serve`/`rojo build`, writing or debugging `default.project.json`, rokit/rokit.toml and tool versions (Rojo, Lune, Wally), nested vs. flat path mapping (ReplicatedStorage.Project.shared), connect/port/sync problems, or when a Roblox project skeleton needs to be created. Also trigger on "rojo connect not working", "scripts end up in the wrong place in Studio", "how do I map src/ to Studio", "port 34872 in use", "ModuleScript vs Script in Rojo".
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。
ellmos-ai/skills☆ 82026年10月12日 更新
Operating Roblox Studio for game development — the visual editor in which the 3D scene is built, tested, and published. Use this skill for: Studio basics (Explorer, Workspace, play-test, saving the place as .rbxl), the interplay with Rojo (Connect, scene-vs-code mode), AI control of Studio via the Roblox-Studio-MCP (execute_luau, insert_from_creator_store, generate_material, screen_capture, Play/Stop, reading the Console), the complete asset-pipeline workflow (Creator Store → clean up → kit → scene → .rbxl → Rojo brings it to life), and above all the MANDATORY malware scan for marketplace assets. Also trigger on "embed an asset from the Store", "Studio MCP not working", "studios: []", "generate material", "save scene", "is this Roblox asset safe", "scripts disappear after Play".
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。
ellmos-ai/skills☆ 82026年10月12日 更新
How game development works as a process — roles, subtasks, workflows and role descriptions, especially (but not only) for Roblox. Use this skill when it's about the ORGANIZATION of game dev rather than concrete code: Which roles exist (Creative Director, Engineer, Artist, Polish/Audio, Business, QA-Tester, Game Critic)? Who does which subtask? What does a development chain (concept → backend → frontend → polish → test) look like? How do you write a Game Design Document / KONZEPT.md? How do several (AI) agents divide up a game? Also trigger on "plan a new game", "create Game Design Document", "which roles do I need for my game", "development workflow for a game", "who tests the game", "structure a game idea", "Roblox genre/monetization".
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。
ellmos-ai/skills☆ 82026年10月12日 更新
Automate Unreal Engine editor scenes, actors, and renders.
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/openamer☆ 62026年10月13日 更新