add-content
Create new game content for StepQuest (locations, enemies, NPCs, items, abilities, activities, status effects). Use when adding new content to the game.
Create new game content for StepQuest (locations, enemies, NPCs, items, abilities, activities, status effects). Use when adding new content to the game.
Generate or refine world lore, locations, NPCs, factions, and prompt templates for The Shifting Atlas while respecting established docs, D&D constraints, and traversal invariants.
Add animations to existing PixelLab characters. Lists available characters, shows animation templates organized by category (movement, combat, utility), and supports custom action descriptions. Use this when the user wants to animate a character sprite.
Screenshot-driven UI automation for Wuthering Waves via `ok_*` tools (`ok_capture`, `ok_click`, `ok_key`, `ok_wait`); use when tasks change per game version and you must rely on vision + next-action decisions rather than presets.
4シーン説明型インフォグラフィック生成。Gemini 3 Pro Imageで16:9横長、4シーン構成、段階的に情報を説明。リサーチインサイト、データビジュアライゼーション、TV番組企画、情報図解に使用。キーワード: infographic, インフォグラフィック, 図解, 4-scene, プロフェッショナル, ビジネス
Game design principles. GDD structure, balancing, player psychology, progression.
Configure TraitorSim game parameters including regional rule variants (UK/US/Australia), recruitment mechanics, end-game modes, tie-breaking, and player counts. Use when setting up simulations, testing rule variants, comparing configurations, or when asked about game rules, regional variants, or simulation parameters.
Master QMIX, MADDPG, CTDE - multi-agent learning with coordination and credit assignment
Build Cloverhollow town exterior + key building entrances (3D low-poly)
Official Design Language for "Just Mowing" - Baba Is You Meets Wasteland.
Work on Game Playground (frontend /playground and backend game API). Use for adding/debugging games, render modes (scene vs frame), session lifecycle, controls/keyboard, and backend environments (Gymnasium, Snake, Tetris). 游戏游乐场开发:新增/排查游戏、前后端协议、渲染模式(scene/frame)、会话管理、键盘与控制面板。
Use when working in Blender, Unity 3D, Unreal Engine, Cinema 4D, VR/AR applications, or any three-dimensional animation work.
Unity Editor operations via unity-mcp-client CLI. Handles build verification, console logs, tests, scene/object manipulation. Use after script edits or for debugging.
Create audio-reactive GLSL visualizers for Bice-Box. Provides templates, audio uniforms (iRMSOutput, iRMSInput, iAudioTexture), coordinate patterns, and common shader functions.
Nuclear option - reset simulator and rebuild from scratch
Generate complete, game-ready VFX scenes for Godot 4.x using NO custom art assets. Creates procedural effects using GPUParticles2D, ColorRect, Line2D, and geometric shapes. Use this when the user wants to create visual effects without sprites.
MCP 1.0+ Custom Server Development with FastMCP Framework
Generates Nano Banana Pro prompts for 4-panel engineer humor comics. Use when user mentions "漫画作成", "エンジニア漫画", "4コマ", or "あるある".
ゲームの「面白さ」を再現可能な構造として言語化するスキル。 以下の場面で使用: (1)新規ゲーム設計時に体験コアを定義する (2)既存ゲームの面白さを構造的に分析する (3)「ゲームの面白さを言語化したい」「体験を設計したい」と言われた時。 判断・行動・学習ループを中心に、リソース設計と失敗設計を含む包括的な体験定義書を生成する。