253 skills found Β· Page 5 of 9
dpearson2699 / tabletopkitBuilds multiplayer spatial board games using TabletopKit on visionOS
gamedev-skills / audio-designImplement game audio practice β bus/mixer architecture and gain in decibels, ducking (sidechain), adaptive/dynamic music via layering and re-sequencing, SFX variation, and beat synchronization. Engine-neutral
gamedev-skills / camera-systemsBuild game cameras that feel good β 2D follow with a deadzone, look-ahead, smoothing, and level-bounds clamping; 3D third-person orbit with collision and first-person look; plus multi-target framing and a shake hook.
gamedev-skills / game-aiDesign NPC and enemy decision-making with finite state machines, behavior trees, steering behaviors, and A* pathfinding β engine-neutral algorithms that pair with the detected engine's navigation API
gamedev-skills / game-feelAdd "juice" and game feel that makes actions satisfying β screen shake, hit-stop/freeze frames, tweened/eased motion, squash & stretch, knockback, and layered audio-visual feedback β as engine-neutral techniques that pair with the detected engine's tween, particle, and camera APIs
gamedev-skills / performance-optimizationFind and fix game performance problems methodically β measure with the engine profiler first, reason about the frame-time budget, locate the CPU-vs-GPU bottleneck, then apply the right fix: object pooling, draw-call batching, fewer allocations/GC spikes, and asset budgets.
gamedev-skills / physics-tuningTune game physics for stable, good-feeling motion β fixed vs variable timestep, render interpolation, mass/gravity/drag, continuous collision detection (CCD) to stop tunneling, fixing jitter, and collision layers/masks. Engine-neutral
gamedev-skills / procedural-genGenerate game content procedurally β 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
gamedev-skills / bevy-ecsStructure a Bevy app around its Entity Component System: build the App with plugins, define Component/Resource types, write systems with Query/Res/Commands, filter and order systems, and use the Time resource for frame-rate-independent motion
gamedev-skills / love2d-coreStructure and debug a LΓVE (Love2D) game in Lua: the love.load/update/draw loop, delta-time movement, input, and screen states
gamedev-skills / pygame-coreStructure a pygame (pygame-ce) game in Python: the init/event/update/draw loop, delta-time movement, Surface/Rect blitting, keyboard/mouse input, and Sprite/Group management with collision
gamedev-skills / unity-csharp-scriptingWrite Unity 6.3 LTS C# gameplay scripts: the MonoBehaviour lifecycle (Awake/OnEnable/Start/Update/FixedUpdate/LateUpdate), GameObject and component access, coroutines, and Inspector serialization
gamedev-skills / phaser-arcade-physicsUse Phaser 4 Arcade Physics: enable the world, give sprites bodies, set velocity/acceleration/gravity, and resolve collisions with colliders, overlaps, groups, and world bounds
gamedev-skills / phaser-coreSet up and debug a Phaser 4 game: the Game config, the Scene lifecycle (init/preload/create/update), the asset loader, cameras, and cross-scene communication
gamedev-skills / game-jamPlan and ship a game under a jam deadline: lock scope to the clock, schedule the hours, cut features, and submit on time. Use for a game jam (Ludum Dare, GMTK Jam, Global Game Jam), a 48-hour or weekend build, or scoping and submitting a jam entry.
gamedev-skills / card-gameBuild a card game: card data, deck/hand/discard zones, draw/shuffle/reshuffle, a turn structure, costs, and effect resolution. Use for a deckbuilder, TCG/CCG, or roguelike deckbuilder.
gamedev-skills / platformerBuild a 2D platformer: run/jump control with coyote time, jump buffering, and variable jump height, plus tiled levels and hazards. Use for a platformer or Mario/Celeste-like, or tuning jump feel.
gamedev-skills / puzzleBuild a puzzle game: grid/board state, move input, rule-based resolution (match-3 cascades, sokoban pushes, tile logic), scoring, and undo. Use for a match-3, sokoban, or grid-logic puzzle.
gamedev-skills / roguelikeBuild a roguelike: turn-based grid movement, procedural dungeons, permadeath, field-of-view, and loot tables. Use for a roguelike/roguelite or turn-based grid dungeon crawler with procedural levels.
gamedev-skills / rpgBuild an RPG: stats and leveling, inventory and equipment, quests, branching dialogue, save/load, and combat. Use for an RPG/JRPG, or designing stat, inventory, quest, or combat systems.
gamedev-skills / survival-craftingBuild a survival-crafting game: resource gathering, inventory, crafting and a tech tree, needs (hunger/thirst/temperature), and base building. Use for a survival or crafting/base-building game.
gamedev-skills / tower-defenseBuild a tower defense: enemies pathing along lanes, wave spawning, towers that auto-target and fire, an economy, and lives. Use for a tower-defense/wave-defense game, or balancing waves and economy.
gamedev-skills / visual-novelBuild a visual novel: a branching script, character and background display, a text box with choices, save/load, backlog, and skip/auto. Use for a VN, dating sim, or branching story game.
gamedev-skills / godot-resourcesDesign data-driven Godot 4.7 games with custom Resource classes: define typed data with class_name + @export, save/load .tres/.res files, instance and duplicate resources, and load on demand with ResourceLoader (incl. threaded loading)
gamedev-skills / godot-signals-groupsBuild event-driven, decoupled Godot 4.7 gameplay with signals and node groups: declare and emit custom signals, connect with Callables (incl. bind/one-shot), and broadcast to many nodes via groups and call_group
gamedev-skills / unreal-blueprintsBuild Unreal Engine 5 gameplay with Blueprint visual scripting: Blueprint Classes, the Event Graph and Construction Script, variables/functions/macros, and Blueprint communication (Cast, Interfaces, Event Dispatchers)
gamedev-skills / unreal-packagingPackage and ship an Unreal Engine 5 project: the Platforms menu Package Project flow, build configurations (Development vs Shipping), cooking content, packaging settings and the Game Default Map, and command-line builds with RunUAT BuildCookRun
AgriciDaniel / banana-claudeAI image generation skill for Claude Code - Creative Director powered by Gemini
TencentCloudBase / ai-model-webUse this skill when a browser/Web app (React, Vue, Next, Nuxt, static sites, SPAs, dashboards, AI chat UI, ι‘΅ι’, εη«―, η½ι‘΅) needs AI models via @cloudbase/js-sdk. Default routing for Web/frontend AI β call directly from the browser, do NOT propose a Node.js proxy.
TencentCloudBase / ai-model-wechatUse this skill for WeChat Mini Program AI via wx.cloud.extend.AI (ε°η¨εΊ, wx.cloud apps). Covers generateText and streamText with callbacks (onText, onEvent, onFinish); streamText needs a data wrapper, generateText returns the raw response.