claude

gamedev-forge

Game development studio in a plugin: a director skill that plans the game and routes work to 12 specialist skills (Godot, browser and DOS games, three.js retro, HD-2D, Aseprite pixel art, Blender assets and 2D animation, music, localization), plus kickoff and release-check commands and an independent playtest auditor.

0 on GitHubby ZenZeiTenv0.1.0MITupdated yesterdaydevelopment
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Plugin gamedev-forge from marketplace synthapps in ZenZeiTen/synthapps. Commands read from the repo's manifest — today.

What it installs

Skills (15)

  • aseprite-pixel-forge

    Make game pixel art in Aseprite via MCP or CLI: palettes and ramps, seamless and autotile tilesets, character animation timing, pixel VFX, Blender-render clean-up, and sheet/tileset export into Godot.

  • blender-2d-forge

    Build flat 2D animation, cartoons, and explainer video in Blender 4.4+/5.x through the Blender MCP connector. Covers procedural vector artwork, keyframe animation, orthographic staging, pixel-probe verification, and a handoff that opens correctly on the user's machine. Carries the Blender 5.x API la

  • blender-game-asset-forge

    Make game-ready Blender 4.5/5.x assets for Godot or three.js: level kits, colliders, LODs, rigs, multi-action glTF export, VFX meshes, baked textures and 8-direction pixel-art sprite renders. Works through the Blender MCP, or headless with bpy as a Python module when neither Blender nor the MCP is a

  • browser-arcade-game-forge

    Build an original one-screen browser arcade game as a published artifact, including a remake-in-spirit of a classic, with generated background music. Use for 'remake X game', 'make a retro game', 'add music to my game'.

  • dos-game-forge

    Build, fix, reskin or audit DOS-era PC games (1981-96) in any genre, with CGA/EGA/VGA/text-mode graphics and PC speaker or FM sound, as playable browser artifacts or real DOS .EXE files. Use for 'DOS game', 'MS-DOS style', '90s PC game', 'EGA/VGA', 'mode 13h', 'DOSBox', 'bikin game DOS'.

  • game-creator-2d

    Build polished NES/SNES/SEGA-style 2D web games — playable as a Claude Artifact, exportable as standalone HTML. Tile worlds, pixel-art sprites, parallax scrolling, per-level chiptune BGM + SFX, era palettes, screen transitions. Genres: platformer, top-down shooter/RPG, shmup, beat-em-up, puzzle. All

  • game-director

    Entry point for any game-development request. Turns an idea into a one-page Game Brief, picks the build track (browser, DOS-era, three.js retro, HD-2D, Godot 4), routes each job to the specialist skill that owns it (code, pixel art, 3D assets, 2D animation, music, localization), checks which tool co

  • game-liveops-linguist

    Working desk for a senior game linguist on live-service titles - SLG, 4X, RPG, gacha. Routes every string to its class playbook (UI chrome, skill and buff text, event rules, monetization and top-up copy, narrative, push and mail), turns source-text defects into an actionable query log, runs multimod

  • game-loc-ops

    End-to-end video game and PC game localization pipeline governance across six gates — confidentiality and IP custody, internationalization readiness (string externalization, placeholders, ICU plurals, text-expansion budgets, font/glyph coverage, RTL), LocKit and terminology packaging, in-context LQA

  • game-music-forge

    Create, source, loop and integrate original background music and jingles for any game project (browser/Canvas, Three.js, Godot, Unity, Blender cutscenes). Use for 'add music to my game', 'game soundtrack', 'BGM', 'musik latar game'.

  • godot-forge

    Build, test, ship and fix Godot 4.x games: TileMapLayer worlds, characters and AnimationTree, particles and shaders, game feel (platformer jump timing), keyboard and gamepad input, story scenes and endings, pixel-art settings, Blender/Aseprite import, headless checks, scripted-input tests, Windows/L

  • hd2d-forge

    Design and build HD-2D games — pixel-art billboard sprites inside fully 3D, dynamically lit environments, in the register of Octopath Traveler, Triangle Strategy and Final Fantasy Resonance. Ships the six-dial Pixel Density Contract, the render-pass order, the three-layer sprite shadow strategy, nor

  • new-game

    Start a new game project: write the Game Brief, pick the track, and build the first playable loop.

  • release-check

    Run the pre-release gate on a game project before a build reaches players: builds, controls, originality, credits, secrets, localization and accessibility.

  • threejs-retro-forge

    Design and build retro-fused 3D web experiences in three.js — PS1/N64/arcade-era 3D looks, CRT/VHS signal chains, and 80s/90s/2000s web aesthetics (Web 1.0, Y2K chrome, Frutiger Aero gloss, vaporwave, demoscene) — recombined into new styles rather than copied. Ships a constraint-budget design system

Subagents (1)

  • playtest-auditor

    Independent reviewer for a game project or build before it reaches players. Checks that it runs, that its controls, screens and end states hold up, that assets are original and credited, and that no secrets ship. Reports findings with evidence and does not edit the project. Use after a build is read

View source on GitHub

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Optional MCP servers for gamedev-forge: Blender (drive a running Blender), Godot (run and inspect projects), and Context7 (current engine and library docs). No API keys are needed.

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Turn PlayCanvas scenes into finished media and game assets: deterministic, frame-exact headless renders to MP4/WebM/GIF/WebP with seamless-loop proofs, product turntables, 8-direction animated sprite sheets with PlayCanvas atlas data, icons, GLB exports and scripted gameplay captures, from code scenes or Editor projects.

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Write, check, render and speed up reality.js scenes: photoreal stills and film-like video from short .real text files, with a GPU-free scene checker, render-time estimates, tested templates and a property cheat sheet.

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