Loading...
Loading...
Found 111 Skills
PC and console game development principles. Engine selection, platform features, optimization strategies.
Generate game-ready sprites for the Claude Office Visualizer using Nano Banana MCP and ImageMagick. Uses 45-degree front/top-down perspective (NOT isometric) with retro 16-bit pixel art style. Includes validation step before processing and helper scripts for background removal.
Expert blueprint for digital card games (CCG/Deckbuilders) including card data structures (Resource-based), deck management (draw/discard/reshuffle), turn logic, hand layout (arcing), drag-and-drop UI, effect resolution (Command pattern), and visual polish (godot-tweening, shaders). Use for CCG, deckbuilders, or tactical card games. Trigger keywords: card_game, deck_manager, card_data, hand_layout, drag_drop_cards, effect_resolution, command_pattern, draw_pile, discard_pile.
Runtime context passed to compiled closures — the world as seen from inside
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.
End-to-end Stake game development workflow for math, RGS contract, frontend playback, and compliance gating. Use when building or updating Stake games, defining game modes and RTP targets, validating generated books/index metadata, validating event streams, integrating frontend event playback, implementing RGS communication and replay mode, or preparing publication checks including social-language and jurisdiction requirements.
Game architecture patterns and best practices for browser games. Use when designing game systems, planning architecture, structuring a game project, or making architectural decisions about game code.
Create terminal games for cli-games. Use when asked to "create a game", "make a terminal game", "add a game", "vibe code a game", build arcade/puzzle/action games for the terminal, or contribute a new game.
Master Bevy's Entity Component System (ECS) in Rust, covering Systems, Queries, Resources, and parallel scheduling.
AI-driven Game Development Studio using BMAD methodology. Routes game projects through Pre-production, Design, Architecture, Production, and Game Testing phases with 6 specialized agents. Supports Unity, Unreal Engine, Godot, and custom engines.
Expert blueprint for RPG stat systems (attributes, leveling, modifiers, damage formulas) using Resource-based stats, stackable modifiers, and derived stat calculations. Use when implementing character progression OR equipment/buff systems. Keywords stats, attributes, leveling, modifiers, CharacterStats, derived stats, damage calculation, XP.