category focus

Gaming

Game development engines and assets.

1964 スキルall categories
sorting
stars
current ordering strategy
query
all entries
refine the visible subset
gaming
123

walkthrough

Cognitive walkthrough — simulate real user scenarios against the current system to find gaps between ideal and actual. Takes an optional scenario name or 'all' to run standing scenarios. Run after major directives or periodically as a reality check.

andrew-yangy
andrew-yangy
development
open
gaming
123

implement

Generate correct, minimal, maintainable code that satisfies a validated Story's acceptance criteria against an execution plan. Activate when a Story is validated, a plan exists, and all prerequisites are unambiguous.

Fr-e-d
Fr-e-d
development
open
gaming
123

discovery-high-level-plan

Transform vague or high-level human intent into a governed Discovery action plan. Activate when intent is unclear, broad, or when multiple discovery steps are required before any artefact is created.

Fr-e-d
Fr-e-d
development
open
gaming
123

validate-artefacts

Validate that all Discovery artefacts (Epics, Stories) are clear, governed, complete, and safe to pass into Delivery. Activate after generating Epics or Stories and before any Delivery planning. This is the mandatory Discovery → Delivery gate.

Fr-e-d
Fr-e-d
development
open
gaming
122

becreative

Extended thinking mode. USE WHEN be creative, deep thinking, deep thinking, extended reasoning. SkillSearch('becreative') for docs.

Steffen025
Steffen025
development
open
gaming
121

writing-skills

Methodology for creating effective skills using TDD principles. Use when creating new skills, editing existing skills, or authoring plugin components. Triggers on: 'create skill', 'write skill', 'new skill', 'skill authoring'.

TechDufus
TechDufus
development
open
gaming
121

guided-demo

A pattern for adding self-narrating (typed out) guided walkthrough to any HTML/web application. Use this skill whenever the user wants to add a guided demo, auto-narration, typewriter walkthrough, self-presenting mode, automated tour, auto-play demo, self-running presentation, presentation mode, or step-by-step tour to an HTML page, web app, prototype, slide deck, dashboard, or data story.

sammcj
sammcj
development
open
gaming
120

design-system

Aegis Fancy UI design tokens, typography, glassmorphism, animation rules. Use when working on UI components, styles, or visual redesign.

antropos17
antropos17
development
open
gaming
117

animation-montage

Create and manipulate animation montages with sections, slots, segments, branching points, and blend settings

kevinpbuckley
kevinpbuckley
development
open
gaming
117

level-actors

Manipulate actors in the current level using editor subsystems

kevinpbuckley
kevinpbuckley
development
open
gaming
117

state-trees

Create, inspect, and edit StateTree assets for AI behavior, game logic, and character state machines

kevinpbuckley
kevinpbuckley
development
open
gaming
117

engine-settings

Configure Unreal Engine core settings including rendering, physics, audio, garbage collection, console variables (cvars), and scalability levels

kevinpbuckley
kevinpbuckley
development
open
gaming
117

landscape

Create and edit landscape terrain, heightmaps, sculpting, paint layers, terrain analysis, mesh projection, and procedural terrain features using LandscapeService

kevinpbuckley
kevinpbuckley
development
open
gaming
117

skeleton

Manipulate skeletons, bones, sockets, retargeting, curve metadata, blend profiles, and bone constraints

kevinpbuckley
kevinpbuckley
development
open
gaming
117

niagara-systems

Create and manage Niagara particle systems - system lifecycle, adding/copying emitters, user parameters, system script settings

kevinpbuckley
kevinpbuckley
development
open
gaming
117

animation-blueprint

Navigate and inspect Animation Blueprints, state machines, states, and transitions

kevinpbuckley
kevinpbuckley
development
open
gaming
116

design-brief-generator

Generate comprehensive design briefs for design projects. Use this skill when designers ask to "create a design brief", "structure a design project", "define design requirements", or need help planning design work.

jamesrochabrun
jamesrochabrun
development
open
gaming
116

reading-teacher

Interactive reading teacher that instantly generates playful, engaging learning experiences for children ages 1-10. Creates visual playgrounds, phonics games, and interactive stories to build reading skills from letter recognition to comprehension.

jamesrochabrun
jamesrochabrun
development
open
gaming
116

math-teacher

Interactive math teacher that instantly generates playful, gamified learning experiences. Creates visual playgrounds, interactive artifacts, and engaging games for kids and adults to learn math concepts from basic arithmetic to advanced calculus.

jamesrochabrun
jamesrochabrun
development
open
gaming
115

unity-development

Use this skill when working with Unity game engine - C# scripting, Entity Component System (ECS/DOTS), physics simulation, shader programming (ShaderLab, HLSL, Shader Graph), and UI Toolkit. Triggers on gameplay programming, MonoBehaviour lifecycle, component architecture, rigidbody physics, raycasting, collision handling, custom shader authoring, material configuration, USS styling, UXML layout, and performance optimization for real-time applications. Acts as a senior Unity engineer advisor for game developers building production-quality games and interactive apps.

AbsolutelySkilled
AbsolutelySkilled
development
open
gaming
115

game-design-patterns

Use this skill when implementing game programming patterns - state machines for character/AI behavior, object pooling for performance-critical spawning, event systems for decoupled game communication, or the command pattern for input handling, undo/redo, and replays. Triggers on game architecture, game loop design, entity management, finite state machines, object pools, observer/event bus, command queues, and gameplay programming patterns.

AbsolutelySkilled
AbsolutelySkilled
development
open
gaming
115

game-balancing

Use this skill when working with game balancing - economy design, difficulty curves, progression systems, reward schedules, playtesting analysis, or tuning game parameters. Triggers on any game design task involving resource sinks and faucets, XP curves, loot tables, difficulty scaling, player retention mechanics, or interpreting playtest data to adjust game feel.

AbsolutelySkilled
AbsolutelySkilled
development
open
gaming
115

game-audio

Use this skill when designing or implementing audio systems for games - sound effects, adaptive music, spatial/3D audio, and middleware integration with FMOD or Wwise. Triggers on sound design, audio implementation, adaptive music systems, spatial audio, HRTF, audio middleware setup, sound event architecture, audio mixing, dynamic soundscapes, and game audio optimization. Covers FMOD Studio, Audiokinetic Wwise, and engine-native audio APIs.

AbsolutelySkilled
AbsolutelySkilled
development
open
Previous
Page 38 / 82
Next