claude

skills-gamedev

26 game dev skills. Game development across Unity, Unreal, and Blender, plus art and audio pipelines.

5 on GitHubby Poorvith M Pv4.1.0MITupdated 1 month ago

Not in a marketplace yet, so it loads for one session with --plugin-dir.

Plugin skills-gamedev in poorvith-mp/skills-gamedev. Commands read from the repo's manifest — 1 month ago.

What it installs

Skills (48)

  • anti-cheat

    Enforce server authority and defend against speed hacks, memory editing, and exploits. For networking setup, see unity-multiplayer. Use when defending games against exploits or hacks.

  • blender-add-on-engineer

    Moved to modernized catalog in skillary. Removed in v4.1.

  • blender-animation

    Rig, skin and animate characters and props, and export clean animation sets to an engine. Use when rigging skeletons, weight painting, or keyframing animations.

  • blender-modeling

    Model, retopologise, UV unwrap and bake game-ready assets with correct scale, pivots and polycount. Use when creating 3D hard-surface meshes, low-poly props, or UV layouts.

  • blender-tooling

    Build Blender Python add-ons, asset validators, exporters and pipeline automation. Use when writing Python scripts, add-ons, or batch tools for Blender.

  • game-ai

    Design NPC behaviour: behaviour trees, state machines, pathfinding, perception and difficulty tuning. Use when designing behavior trees, state machines, or enemy AI.

  • game-audio-engineer

    Moved to game-audio in skills-gamedev. Removed in v4.1.

  • game-audio

    Integrate FMOD and Wwise, build adaptive music systems, spatial audio and audio performance budgets. Use when designing sound effects, adaptive audio, or FMOD/Wwise setups.

  • game-build-pipeline

    Automate platform builds, asset cooking, console certification prep, and Steam or itch.io depot publishing. Use when automating game builds, cooking, packaging, or Steam uploads.

  • game-design

    Design systems and mechanics: GDD authorship, gameplay loops, economy balancing and player psychology. Use when designing gameplay systems, mechanics, balance, or rules.

  • game-designer

    Moved to game-design in skills-gamedev. Removed in v4.1.

  • game-ideation

    Generate and pressure-test concepts: core loop, hook, fantasy, and the paper prototype that proves it. Use when brainstorming game concepts, core loops, or elevator pitches.

  • game-monetization-designer

    Moved to modernized catalog in skillary. Removed in v4.1.

  • game-monetization

    Design free-to-play economies, battle passes and cosmetic shops with anti-predatory guardrails. Use when designing battle passes, gacha, in-game economies, or IAPs.

  • game-performance

    Hit frame budget: draw calls, batching, GC spikes, LOD strategy and in-engine profiling. Use when profiling frame times, draw calls, GPU bottlenecks, or memory.

  • game-ui

    Design HUDs, menus and diegetic interfaces with controller navigation and readability at TV distance. Use when designing HUDs, inventory menus, or controller-first interfaces.

  • game-version-control

    Set up Git LFS for binary assets, handle unmergeable scene and prefab conflicts, and know when Perforce beats Git. Use when configuring Perforce, Git LFS, or binary asset branching.

  • godot-gameplay-scripter

    Moved to modernized catalog in skillary. Removed in v4.1.

  • godot-multiplayer-engineer

    Moved to modernized catalog in skillary. Removed in v4.1.

  • godot-shader-developer

    Moved to modernized catalog in skillary. Removed in v4.1.

  • level-design

    Design layout, pacing, encounter placement and environmental narrative. Use when designing encounter spaces, level layouts, or pacing curves.

  • level-designer

    Moved to level-design in skills-gamedev. Removed in v4.1.

  • narrative-design

    Design branching dialogue, lore architecture and environmental storytelling aligned to the GDD. Use when writing branching dialogue, worldbuilding, or character arcs.

  • narrative-designer

    Moved to narrative-design in skills-gamedev. Removed in v4.1.

  • playtest-feedback-analyzer

    Moved to modernized catalog in skillary. Removed in v4.1.

  • playtesting

    Structure playtest sessions and sort responses into UX friction, difficulty calibration and feature signal. Use when structuring playtest sessions, telemetry, or feedback loops.

  • production-planning

    Plan the build: vertical slice, milestones, scope cuts, and what actually ships in the first playable. Use when planning milestones, scoping features, or building roadmaps.

  • roblox-avatar-creator

    Moved to modernized catalog in skillary. Removed in v4.1.

  • roblox-experience-designer

    Moved to modernized catalog in skillary. Removed in v4.1.

  • roblox-systems-scripter

    Moved to modernized catalog in skillary. Removed in v4.1.

  • tech-art

    Own the art-to-engine pipeline: shaders, VFX, LOD chains and cross-engine asset standards. Use when optimizing art pipelines, rigging, shaders, or asset budgets.

  • technical-artist

    Moved to tech-art in skills-gamedev. Removed in v4.1.

  • unity-architect

    Moved to modernized catalog in skillary. Removed in v4.1.

  • unity-architecture

    Structure Unity projects with ScriptableObjects, decoupled systems and single-responsibility components. Use when structuring Unity projects, ScriptableObjects, or DOTS/ECS.

  • unity-editor-tool-developer

    Moved to modernized catalog in skillary. Removed in v4.1.

  • unity-multiplayer-engineer

    Moved to modernized catalog in skillary. Removed in v4.1.

  • unity-multiplayer

    Build Netcode for GameObjects, Relay and Lobby, server authority and lag compensation. For exploit defense, see anti-cheat. Use when implementing Netcode for GameObjects or sync.

  • unity-shader-graph-artist

    Moved to modernized catalog in skillary. Removed in v4.1.

  • unity-shaders

    Author materials and VFX with Shader Graph, HLSL and URP/HDRP custom passes. Use when authoring URP/HDRP shaders, Shader Graph, or visual effects.

  • unity-tooling

    Build editor tooling: EditorWindows, PropertyDrawers, AssetPostprocessors and ScriptedImporters. Use when writing custom Unity editor windows, inspectors, or gizmos.

  • unreal-multiplayer-architect

    Moved to modernized catalog in skillary. Removed in v4.1.

  • unreal-multiplayer

    Build Actor replication, GameMode/GameState architecture and server-authoritative gameplay. Use when building Unreal networking, actor replication, or RPCs.

  • unreal-systems-engineer

    Moved to modernized catalog in skillary. Removed in v4.1.

  • unreal-systems

    Work the C++/Blueprint continuum with Nanite, Lumen and the Gameplay Ability System. Use when developing Unreal Engine gameplay in C++, Blueprints, or GAS.

  • unreal-tech-art

    Own the UE5 visual pipeline: Material Editor, Niagara VFX and Procedural Content Generation. Use when creating Unreal materials, Niagara visual effects, or Lumen setups.

  • unreal-technical-artist

    Moved to unreal-tech-art in skills-gamedev. Removed in v4.1.

  • unreal-world-builder

    Moved to unreal-worlds in skills-gamedev. Removed in v4.1.

  • unreal-worlds

    Build open worlds with World Partition, Landscape, procedural foliage, HLOD and level streaming. Use when sculpting landscapes, biomes, or World Partition in Unreal.

View source on GitHub

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