claude

game-dev-engineering

Game engineering skills — backend architecture, state sync, auth, payments, analytics, matchmaking, Redis, BullMQ, and audio.

26 on GitHubv1.3.0GPL-3.0updated 25 days agodevelopment
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Plugin game-dev-engineering from marketplace fcsouza-agent-skills in fcsouza/agent-skills. Commands read from the repo's manifest — 25 days ago.

What it installs

Skills (39)

  • engineering-betterauth-integration

    Use when implementing authentication, login flows, OAuth, JWT sessions, or role-based access control (RBAC) for games with BetterAuth. Triggers: auth, login, OAuth, JWT, roles, permissions, RBAC.

  • engineering-bullmq-game-queues

    Use when implementing job queues, matchmaking systems, async game events, delayed jobs, or scheduled tasks with BullMQ. Triggers: queue, matchmaking, async events, jobs, workers, scheduling.

  • narrative-character-design-narrative

    Use when creating game characters, NPCs, character arcs, dialogue systems, archetypes, or character bibles. Triggers: character, NPC, dialogue, archetype, character bible, motivation arc.

  • infrastructure-ci-cd-game

    Use when setting up CI/CD pipelines, GitHub Actions workflows, deployment automation, migration safety, or staging environments for game projects. Triggers: CI/CD, GitHub Actions, deployment, pipeline, staging.

  • claude-agent-sdk

    Build production AI agents with the Claude Agent SDK (TypeScript: @anthropic-ai/claude-agent-sdk, Python: claude-agent-sdk). Use this skill whenever: building programmatic agents with Claude, using query() or ClaudeSDKClient, configuring hooks/subagents/MCP servers/custom tools, setting up permissio

  • infrastructure-claude-code-game-workflow

    Use when starting a game project, choosing which skill to read, or navigating the game-dev skill ecosystem. Entry point for AI agents working on game development. Triggers: workflow, which skill, how to start, game project setup.

  • infrastructure-cursor-codex-integration

    Use when configuring Cursor IDE or OpenAI Codex for game development — .cursorrules files, prompt conventions, context injection. Triggers: cursor, .cursorrules, codex, IDE setup.

  • database-performance-tuning

    Diagnose and fix slow databases the way a DBA does — measure first, read the plan, then change one thing. Use this skill whenever a query, endpoint, job or report is slow, times out, or got slower after a deploy; whenever someone asks about indexes (missing, unused, duplicate, composite order, parti

  • engineering-elevenlabs-sound-music

    Use when adding audio to a game — SFX generation, adaptive music, voice acting, and audio state machine integration. Covers BOTH ElevenLabs API AND Vertex AI Lyria as user-choosable alternatives for game audio production.

  • foundry-vtt-module-dev

    Covers building, extending, debugging, and maintaining Foundry VTT modules for v14+. This skill applies when scaffolding a new module, writing custom Actor/Item types with TypeDataModel, building ApplicationV2 sheets, dialogs, or detached windows, registering hooks or settings, implementing socket c

  • foundry-vtt-system-dev

    Covers building, extending, and maintaining Foundry VTT game systems for v14+. This skill applies when scaffolding a new system, declaring Actor/Item types with documentTypes + TypeDataModel, customizing dice mechanics, implementing combat & initiative, building character sheets, handling system dat

  • engineering-game-backend-architecture

    Use when building game servers, WebSocket connections, room management, game tick loops, or server-authoritative architecture with Elysia. Triggers: game server, WebSocket, rooms, tick loop, server architecture, multiplayer backend.

  • design-game-design-fundamentals

    Use when designing core game loops, feedback systems, player motivation models, MDA framework analysis, progression curves, difficulty tuning, reward schedules, or any genre-agnostic game design theory.

  • game-architect

    Comprehensive game MVP interviewer and planner. Interviews you in progressive groups, researches genre conventions and reference games, then produces an actionable MVP First Draft with starter project files. Use when starting a new game project from scratch.

  • game-balance

    Analyzes a game system against design principles — economy health metrics, difficulty curve, reward schedules, and progression cost curves. Flags imbalances with severity levels. Use after creating an MVP plan with game-architect. Extract the analysis scope (economy/difficulty/progression/rewards/al

  • game-build

    Builds a game component from the MVP plan — production TypeScript + Vitest tests + mock dependencies + build registry tracking. Extract the component name from the user's message (or "status" to check progress). Requires docs/mvp-first-draft.md — run game-architect first.

  • game-expand

    Adds a new feature to an existing MVP plan — scoped architect interview, scope validation against original plan, and integration into the build sequence. Extract the feature name or description from the user's message. Requires docs/mvp-first-draft.md — run game-architect first.

  • game-lore

    Adds or updates a single world lore entry (faction, location, NPC, or event) — validates against existing lore for consistency, applies the right template, and updates docs/world-lore.md. Extract the entry type (faction/location/npc/event) and name from the user's message.

  • game-quest

    Designs a single quest end-to-end — coherence check, objective tree, quest brief, and registry entry. Extract the quest name from the user's message. Requires docs/world-lore.md and docs/quest-registry.md.

  • game-review

    Audits existing game code against design principles — checks server-authority, schema conventions, auth security, payment safety, narrative coherence, and MVP scope drift. Extract the optional component name or path from the user's message (defaults to entire src/). Use after building components or

  • design-game-economy-design

    Use when designing virtual economies, currencies, sink/faucet balance, loot tables, crafting systems, shops, or inflation control. Triggers: economy, currency, sinks, loot, inflation, crafting, shop.

  • engineering-game-state-sync

    Use when implementing client-server state synchronization, delta compression, optimistic updates, rollback netcode, or real-time game state reconciliation. Triggers: state sync, netcode, delta, rollback, interpolation, prediction.

  • engineering-gameplay-analytics

    Use when tracking player events, implementing retention analytics, building engagement funnels, measuring D1/D7/D30 retention, or setting up gameplay telemetry. Triggers: analytics, telemetry, events, retention, D1 D7 D30, funnel, engagement, session tracking, player behavior.

  • design-level-design

    Use when designing game levels, environments, difficulty curves, pacing, encounter placement, or spatial layouts for any game genre. Triggers: level, pacing, difficulty curve, encounter, environment, spatial design.

  • engineering-matchmaking-system

    Use when implementing player matchmaking, skill-based match selection, lobby systems, queue management, or rank-based grouping. Triggers: matchmaking, lobby, queue, ELO, skill-based, rank, match players, pairing, bracket.

  • infrastructure-monitoring-game-ops

    Use when implementing game monitoring, structured logging, player telemetry, alerting rules, or performance budgets. Triggers: monitoring, logging, telemetry, alerts, observability, metrics.

  • nuvemshop-sdk

    Prepare, audit, implement, homologate, and publish Nuvemshop/Tiendanube apps. Use when the user needs help with Nuvemshop Partner Portal app creation, public App Store publication, private client distribution, OAuth, scopes, webhooks, API usage, NubeSDK migration or development, Nexo embedded admin

  • openclaw-genie

    Use when the user asks about OpenClaw — installation, configuration, agents, channels, memory, tools, hooks, skills, deployment, Docker, multi-agent, OAuth, gateway, CLI, browser, exec, PDF, voice, secrets, sandboxing, sessions, cron, webhooks, heartbeat, sub-agents, nodes, companion devices, canvas

  • engineering-postgres-game-schema

    Use when designing game database schemas, player data models, inventory systems, or working with Drizzle ORM and PostgreSQL for games. Triggers: database, schema, Drizzle, players, inventory, leaderboards, game data.

  • design-procedural-gen

    Use when implementing procedural content generation, dungeon or map generation, procedural loot tables, world seeds, noise-based terrain, NPC behavior variation, or wave function collapse. Triggers: procedural, dungeon gen, map gen, loot table, world seed, noise, BSP, wave function collapse, randomi

  • design-quest-mission-design

    Use when designing quests, missions, objectives, quest trees, or reward structures. Requires quest-narrative-coherence check before any quest creation. Triggers: quest, mission, objectives, quest tree, rewards.

  • narrative-quest-narrative-coherence

    Use when creating any quest, mission, or story content — enforces the 5-step narrative coherence check: lore validation, conflict detection, quest registry, and contradiction prevention. Triggers: coherence check, lore validation, quest registry, narrative consistency.

  • react-animations

    Use when implementing animations, transitions, or motion effects in React apps. Invoke this skill whenever someone asks about animation, transition, motion, framer motion, react spring, GSAP, entrance/exit effects, scroll animation, parallax, gesture, drag, card flip, screen shake, health bar, damag

  • engineering-redis-game-patterns

    Use when implementing Redis patterns for games — caching, leaderboards, pub/sub messaging, session storage, rate limiting, or ephemeral game state. Triggers: Redis, cache, leaderboard, pub/sub, rate limit, session.

  • design-skill-progression-trees

    Use when designing or implementing skill trees, talent trees, ability progression systems, or unlock graphs. Triggers: skill tree, talent tree, ability tree, progression system, unlock, prestige, node, skill points.

  • narrative-story-structure-game

    Use when designing interactive narratives, branching storylines, player agency systems, non-linear story structures, or act frameworks for games. Triggers: branching narrative, player agency, story arc, interactive story, dialogue.

  • engineering-stripe-game-payments

    Use when implementing game payments, in-app purchases, subscriptions, Stripe webhooks, or monetization flows. Triggers: payments, IAP, subscription, Stripe, checkout, webhooks, monetization.

  • design-ui-ux-game

    Use when designing game UI — HUD patterns, menu systems, onboarding flows, feedback loops, accessibility features, or notification systems. Triggers: HUD, menu, onboarding, accessibility, UI, UX, game interface.

  • narrative-worldbuilding

    Use when creating game worlds, lore, factions, geography, timelines, or establishing world consistency rules. Genre-agnostic — works for fantasy, sci-fi, modern, or abstract settings. Triggers: lore, factions, geography, world bible, world creation.

View source on GitHub

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