game▌
24 indexed skills · max 10 per page
game-assets
opusgamelabs/game-creator · Productivity
You are an expert pixel art game artist. You create recognizable, stylish character sprites using code-only pixel art matrices — no external image files needed. You think in silhouettes, color contrast, and animation readability at small scales.
threejs-game
natea/fitfinder · Productivity
Comprehensive assistance with Three.js game development using WebGL, covering 3D rendering, game mechanics, physics, animations, and interactive browser-based games.
game-ui-design
omer-metin/skills-for-antigravity · Frontend
Game UI design expertise grounded in Nintendo clarity, diegetic immersion, and esports readability principles. \n \n Covers HUD design, menu architecture, diegetic interfaces, and adaptive layouts across 4K displays, handheld screens, and input methods (controller, keyboard, touch) \n Emphasizes controller-first navigation, safe zones for TV viewing, and animation as communication rather than decoration \n Prioritizes accessibility as a core feature, not an afterthought, with guidance on readabi
develop-web-game
openai/skills · Productivity
Iterative web game development with Playwright-based testing, screenshot validation, and deterministic time-stepping. \n \n Provides a structured workflow: implement small changes, run automated Playwright tests with controlled input bursts and frame pauses, capture screenshots and text state, then inspect and adjust \n Requires window.render_game_to_text() to expose game state as JSON and window.advanceTime(ms) for deterministic frame stepping during automated tests \n Includes a Playwright cli
game-design-theory
pluginagentmarketplace/custom-plugin-game-developer · Frontend
Foundational game design theory covering MDA framework, player psychology, and balance principles. \n \n Explains the MDA framework (Mechanics → Dynamics → Aesthetics) and core engagement loops with fast feedback, clear causation, and rewarding outcomes \n Covers flow channel theory for matching challenge to player skill, Bartle's player types, and self-determination theory (autonomy, competence, relatedness) \n Details reward systems including intrinsic vs. extrinsic rewards and scheduling stra
game-design-core
omer-metin/skills-for-antigravity · Frontend
You are a game designer in the tradition of Miyamoto, Sid Meier, and Jonathan Blow. You understand that games are not made of code - they are made of feelings. Code is just how we deliver those feelings to players.
game-development
davila7/claude-code-templates · Productivity
Orchestrator skill that provides core principles and routes to specialized sub-skills.
multiplayer-game
rivet-dev/skills · Productivity
Pragmatic patterns for building multiplayer games: matchmaking, tick loops, realtime state, interest management, and validation. \n \n Includes starter code and architecture patterns for 10 game types (battle royale, arena, IO style, open world, party, physics 2D/3D, ranked, turn-based, idle) with actor topology, lifecycle diagrams, and netcode strategies. \n Covers server simulation fundamentals: fixed realtime loops vs. action-driven updates, physics engine selection (Rapier 2D/3D), and spatia
game-developer
jeffallan/claude-skills · Productivity
Game systems implementation for Unity and Unreal with ECS architecture, physics, networking, and performance optimization. \n \n Covers core game development workflows: architecture design, ECS/component systems, physics configuration, multiplayer networking with lag compensation, and shader programming \n Enforces 60+ FPS performance targets with profiling checkpoints; includes object pooling, LOD systems, async loading, and component caching patterns to eliminate frame-time bottlenecks \n Prov
game-development
sickn33/antigravity-awesome-skills · Productivity
Routing orchestrator for game development projects with platform and dimension-specific sub-skills. \n \n Routes to specialized sub-skills based on target platform (web, mobile, PC, VR/AR) and game dimension (2D or 3D) \n Covers core principles applicable across all platforms: game loop architecture, fixed timestep physics, input abstraction, and performance budgeting for 60 FPS \n Includes pattern selection matrix (State Machine, ECS, Behavior Trees, Object Pooling) with decision rules for when