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Found 130 Skills
Flame Engine core fundamentals - components, input, collision, camera, animation, scenes
Build 3D browser games with Three.js using event-driven modular architecture. Use when creating a new 3D game, adding 3D game features, setting up Three.js scenes, or working on any Three.js game project.
Full guided pipeline — scaffold, design, audio, deploy, and monetize a game from scratch
Upload images, audio, or 3D models as hosted game assets
One-shot viral game pipeline — turn a tweet, news story, or short prompt into a scaffolded, designed, deployed, and monetized browser game in roughly 10 minutes. Use when the user says "make a viral game", "build a game from this tweet", "turn this story into a game", "/viral-game", or provides a tweet URL / short concept they want shipped end-to-end fast. Do NOT use when the user wants to design and build a real game project with milestones, ADRs, or multi-session iteration — use `/make-game` for that. Also do NOT use for modifying existing games (use `/add-feature` or `/improve-game`).
Turn Claude Code into a full game dev studio with 49 specialized AI agents, 73 workflow skills, and complete coordination system
C# scripting in Unity for gameplay, behavior, and engine integration. PROACTIVELY activate for: (1) writing Unity C# scripts, (2) MonoBehaviour lifecycle (Awake/OnEnable/Start/Update/FixedUpdate/LateUpdate), (3) coroutines and async/await in Unity, (4) delegates, events, Action/Func patterns, (5) ScriptableObject creation and serialization, (6) GetComponent / TryGetComponent and component caching, (7) physics scripting (Rigidbody, raycast, collision/trigger callbacks), (8) animation scripting (Animator parameters, state machines, IK), (9) NavMesh and NavMeshAgent scripting, (10) input handling (Input System package), (11) custom serialization and SerializeField. Provides: lifecycle reference, coroutine vs async patterns, ScriptableObject templates, Rigidbody/collision recipes, NavMesh examples, and Input System setup.
Reviews a game design document for completeness, internal consistency, implementability, and adherence to project design standards. Run this before handing a design document to programmers.
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.
MCP server plugin for Cocos Creator 3.8+ that enables AI assistants to control the editor through 50 powerful tools for scenes, nodes, components, prefabs, and assets.