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Gaming

Game development engines and assets.

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gaming
105

dema-saga-complete-story

Assemble media into thematic compilations, concert films, era playlists, and narrative experiences

jmagly
jmagly
development
open
gaming
103

co-brainstorm

Bounce ideas off Codex. Use when you want fast alternative ideas, critiques, and perspectives on any topic. Triggers an interactive conversation with the Codex MCP server for brainstorming and exploration.

SnakeO
SnakeO
development
open
gaming
102

decision-toolkit

Generate structured decision-making tools — step-by-step guides, bias checkers, scenario explorers, and interactive dashboards. Use when facing significant choices requiring systematic analysis. Supports multiple cognitive styles and output formats.

glebis
glebis
development
open
gaming
102

temple-generator

Generate a 3D interactive knowledge map (Inner Temple) from any Obsidian vault or document set. Supports multi-scale abstraction layers and dual-graph common maps between two vaults.

glebis
glebis
development
open
gaming
102

ue-gameplay-framework

Use this skill when working with Unreal Engine's gameplay framework classes: GameMode, GameState, PlayerController, PlayerState, Pawn, Character, or GameInstance. Also use when the user mentions 'gameplay framework', 'game rules', 'player management', 'match flow', or 'player spawning'. See references/framework-class-map.md for the full authority/presence matrix. For networking/replication, see ue-networking-replication. For input setup, see ue-input-system.

quodsoler
quodsoler
development
open
gaming
102

ue-game-features

Use this skill when working with Game Feature plugins, modular gameplay, GameFeatureAction, GameFeatureData, GameFrameworkComponentManager, init state system, experience system, modular components, UPawnComponent, UControllerComponent, UGameStateComponent, UPlayerStateComponent, or Lyra-style modular architecture. See references/ for code templates and experience system patterns.

quodsoler
quodsoler
development
open
gaming
102

ue-input-system

Use this skill when implementing player input with Unreal Engine's Enhanced Input system. Also use when the user mentions 'Enhanced Input', 'input', 'input action', 'InputAction', 'mapping context', 'InputMappingContext', 'input binding', 'key binding', 'input trigger', 'input modifier', 'gamepad', or 'keyboard'. Covers ETriggerEvent, built-in triggers (Hold, Tap, Pulse, ChordAction, Combo), built-in modifiers (DeadZone, Scalar, Negate, SwizzleAxis), and custom trigger/modifier authoring. See references/input-action-reference.md for the full catalogue. For UI input modes, see ue-ui-umg-slate.

quodsoler
quodsoler
development
open
gaming
102

ue-animation-system

Use this skill when working with Unreal Engine animation: AnimInstance, montage playback, blend space, state machine, anim notify, IK, AnimGraph, skeletal mesh, or linked anim graphs. See references/anim-notify-reference.md for notify patterns and references/locomotion-setup.md for locomotion setup. For montage integration with GAS, see ue-gameplay-abilities.

quodsoler
quodsoler
development
open
gaming
102

ue-actor-component-architecture

Use this skill when working with Actor and component design in Unreal Engine. Triggers on: Actor, component, BeginPlay, Tick, SpawnActor, lifecycle, CreateDefaultSubobject, composition, EndPlay, PostInitializeComponents, UActorComponent, USceneComponent, UINTERFACE, attachment, spawn, interface. See references/actor-lifecycle.md and references/component-types.md for detailed tables.

quodsoler
quodsoler
development
open
gaming
102

ue-data-assets-tables

Use when working with DataAsset, DataTable, soft reference, hard reference, TSoftObjectPtr, async loading, Asset Manager, StreamableManager, or game data structures in Unreal Engine. See references/asset-loading-patterns.md for async loading and StreamableManager patterns. See references/data-driven-design.md for data-driven gameplay architecture. For serialization, see ue-serialization-savegames. For C++ foundations, see ue-cpp-foundations.

quodsoler
quodsoler
development
open
gaming
102

ue-procedural-generation

Use this skill when working with procedural generation in Unreal Engine: PCG framework, ProceduralMesh, instanced mesh, HISM, spline, runtime mesh, noise, terrain generation, or dungeon generation. See references/pcg-node-reference.md for PCG node types and references/procedural-mesh-patterns.md for mesh generation patterns. For physics on procedural geometry, see ue-physics-collision.

quodsoler
quodsoler
development
open
gaming
102

ue-sequencer-cinematics

Use this skill when working with Sequencer, LevelSequence, cutscene, cinematic, camera, movie scene, sequencer event, or Movie Render Queue in Unreal Engine. See references/sequencer-patterns.md for dialogue cutscene, in-game camera, and scripted event patterns. For animation playback, see ue-animation-system.

quodsoler
quodsoler
development
open
gaming
102

ue-serialization-savegames

Use when implementing save/load systems, player progress persistence, or data serialization in Unreal Engine. Triggers on: save game, USaveGame, FArchive, serialization, SaveGameToSlot, config, persist data, save file, load game. See references/save-system-architecture.md for full slot management and multi-user patterns.

quodsoler
quodsoler
development
open
gaming
101

mytets-mode

Activate Ukrainian theatrical absurd communication style with hyperbolic pathos, profanity, and epic drama. Use when user explicitly requests theatrical mode or dramatic responses.

rrader
rrader
development
open
gaming
100

playwright-enhanced

Advanced Playwright automation with auto-detection, custom fixtures, trace debugging, visual testing, mobile emulation, and production-grade test architecture.

PramodDutta
PramodDutta
development
open
gaming
100

storybook-interaction-testing

Testing UI components through Storybook stories with play functions, interaction testing, accessibility checks, and visual regression via Chromatic.

PramodDutta
PramodDutta
development
open
gaming
98

game-assets

Game asset engineer that creates pixel art sprites, animated characters, and visual entities for browser games. Use when a game needs better character art, enemy sprites, item visuals, or any upgrade from basic geometric shapes to recognizable pixel art.

OpusGameLabs
OpusGameLabs
development
open
gaming
98

game-designer

Game UI/UX designer that analyzes and improves the visual polish, atmosphere, and player experience of browser games. Use when a game needs visual improvements, better backgrounds, particles, animations, screen transitions, juice/feel, or overall aesthetic upgrades.

OpusGameLabs
OpusGameLabs
development
open
gaming
98

game-audio

Game audio engineer using Web Audio API for procedural music and sound effects in browser games. Zero dependencies. Use when adding music or SFX to a game.

OpusGameLabs
OpusGameLabs
development
open
gaming
98

threejs-game

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.

OpusGameLabs
OpusGameLabs
development
open
gaming
98

add-3d-assets

Replace primitive 3D shapes with real GLB models — animated characters, world props, buildings, and scenery for Three.js games. Use when the user says "add 3D models", "replace the boxes with real models", "add GLB assets", or "make the 3D game look real". For 2D pixel art, use add-assets instead. Do NOT use for 2D pixel art (use add-assets) or gameplay changes (use add-feature).

OpusGameLabs
OpusGameLabs
development
open
gaming
98

promo-video

Record a high-FPS autonomous promo video of a Phaser game using Playwright. Triggers on: promo video, gameplay recording, marketing video, game capture.

OpusGameLabs
OpusGameLabs
development
open
gaming
98

qa-game

Add Playwright QA tests to a game — visual regression, gameplay verification, and performance. Use when the user says "add tests", "test my game", "add QA", "check for bugs", or "add visual regression tests". Do NOT use for manual playtesting or gameplay design.

OpusGameLabs
OpusGameLabs
development
open
gaming
98

phaser

Build 2D browser games with Phaser 3 using scene-based architecture and centralized state. Use when creating a new 2D game, adding 2D game features, working with Phaser, or building sprite-based web games.

OpusGameLabs
OpusGameLabs
development
open
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