game-dev
claudeComplete game development plugin — 25 skills, 7 commands, 3 agents, 5 hooks. Genre-agnostic patterns for any game type.
25 skills · 7 commands · 3 agents · 3 MCP servers · hooks
Game engineering skills — backend architecture, state sync, auth, payments, analytics, matchmaking, Redis, BullMQ, and audio.
Plugin game-dev-engineering from marketplace fcsouza-agent-skills in fcsouza/agent-skills. Commands read from the repo's manifest — 25 days ago.
engineering-betterauth-integrationUse 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-queuesUse 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-narrativeUse 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-gameUse 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-sdkBuild 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-workflowUse 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-integrationUse when configuring Cursor IDE or OpenAI Codex for game development — .cursorrules files, prompt conventions, context injection. Triggers: cursor, .cursorrules, codex, IDE setup.
database-performance-tuningDiagnose 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-musicUse 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-devCovers 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-devCovers 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-architectureUse 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-fundamentalsUse 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-architectComprehensive 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-balanceAnalyzes 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-buildBuilds 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-expandAdds 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-loreAdds 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-questDesigns 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-reviewAudits 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-designUse 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-syncUse 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-analyticsUse 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-designUse 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-systemUse 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-opsUse when implementing game monitoring, structured logging, player telemetry, alerting rules, or performance budgets. Triggers: monitoring, logging, telemetry, alerts, observability, metrics.
nuvemshop-sdkPrepare, 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-genieUse 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-schemaUse 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-genUse 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-designUse 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-coherenceUse 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-animationsUse 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-patternsUse 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-treesUse 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-gameUse 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-paymentsUse when implementing game payments, in-app purchases, subscriptions, Stripe webhooks, or monetization flows. Triggers: payments, IAP, subscription, Stripe, checkout, webhooks, monetization.
design-ui-ux-gameUse 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-worldbuildingUse 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.
Complete game development plugin — 25 skills, 7 commands, 3 agents, 5 hooks. Genre-agnostic patterns for any game type.
25 skills · 7 commands · 3 agents · 3 MCP servers · hooks
Game development workflow commands as skills — architect, build, review, balance, expand, quest, and lore generation.
39 skills
Game design skills — core loops, economy, levels, procedural generation, quests, skill trees, and UI/UX patterns.
39 skills
Game infrastructure skills — CI/CD pipelines, Claude Code workflows, Cursor integration, and monitoring/ops.
39 skills
Game narrative skills — character design, quest coherence, worldbuilding, and story structure for interactive games.
39 skills
Standalone skills — React animations and OpenClaw Genie.
39 skills
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15 skills · hooks
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1 MCP server
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5 commands
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12 skills
Use Alibaba Open Code Review from local Codex.
2 skills
Claude Code skill for creating and presenting Slidev slidedecks
1 skill
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