pixel-cellar/Claude-Code-Game-Studios
Skill Claude Code
A guide for writing an Architecture Decision Record (ADR), a document that records an important technical choice, its context, alternatives, and consequences.
pixel-cellar/Claude-Code-Game-Studios
Skill Claude Code
A guide for writing an Architecture Decision Record (ADR), a document that records an important technical choice, its context, alternatives, and consequences.
pixel-cellar/Claude-Code-Game-Studios
Skill Claude Code
Skill "asset-audit" from pixel-cellar/Claude-Code-Game-Studios, covering asset audit report -- [category] -- [date], summary, naming violations, size violations and format violations.
pixel-cellar/Claude-Code-Game-Studios
Skill Claude Code
A game-balance analysis guide for checking combat, economy, progression, and loot data, formulas, and configuration. It looks for abnormal values, broken progress curves, dominant strategies, and resource imbalances.
pixel-cellar/Claude-Code-Game-Studios
Skill Claude Code
A planning aid for developing a game idea, with six translated brainstorming stages. It covers concepts such as the core loop—the repeated actions that make up play—and scope creep, where a project keeps growing beyond its plan.
pixel-cellar/Claude-Code-Game-Studios
Skill Claude Code
A guide for creating structured bug reports or analyzing code for possible defects. It covers reproduction steps, severity, environment, technical context, evidence, and likely causes.
pixel-cellar/Claude-Code-Game-Studios
Skill Claude Code
A Chinese translation of a changelog-writing guide for coding agents. It preserves the original Markdown structure, placeholders, and code blocks.
pixel-cellar/Claude-Code-Game-Studios
Skill Claude Code
A code review guide translated into Chinese, with explanations of software design principles such as Single Responsibility, the idea that each part of a program should have one clear job. Its review template remains in English.
pixel-cellar/Claude-Code-Game-Studios
Skill Claude Code
A checklist-based review for game design documents, which describe how a game should work. It checks whether the document is complete, consistent, clear enough to build, and aligned with the project's standards.
pixel-cellar/Claude-Code-Game-Studios
Skill Claude Code
A Chinese translation of a design-system guide for game projects. It keeps the YAML name, code blocks, and Markdown structure unchanged while translating the instructions and explaining terms on first use.
pixel-cellar/Claude-Code-Game-Studios
Skill Claude Code
A task-estimation guide that assesses work by examining complexity, dependencies, past delivery speed, scope, and risk. It produces an estimate with assumptions and a confidence level.
pixel-cellar/Claude-Code-Game-Studios
Skill Claude Code
A readiness check for moving a game project from one development stage to the next. It checks required documents, quality conditions, and blockers, then can record the new stage in a project status file.
pixel-cellar/Claude-Code-Game-Studios
Skill Claude Code
An emergency bug-fix workflow for serious production problems. It creates a hotfix branch, records the investigation, tracks approvals, and backports the fix.
pixel-cellar/Claude-Code-Game-Studios
Skill Claude Code
A release-readiness checklist for a game, covering code, builds, security, content, stores, marketing, community, infrastructure, and legal work.
pixel-cellar/Claude-Code-Game-Studios
Skill Claude Code
A localization workflow for finding user-visible text, building translation string tables, checking translations, and reporting localization status. Localization means adapting software text and formatting for different languages and regions.
pixel-cellar/Claude-Code-Game-Studios
Skill Claude Code
A workflow for breaking a game concept into separate systems and mapping the dependencies between them. For example, an inventory may also require item data, equipment rules, a user interface, and save data.
pixel-cellar/Claude-Code-Game-Studios
Skill Claude Code
A milestone progress review that combines feature completion, quality measurements, risks, sprint results, unfinished-work markers, and a recommendation to proceed or pause.
pixel-cellar/Claude-Code-Game-Studios
Skill Claude Code
An onboarding guide generator for new contributors or agents joining a project. It summarizes the project, architecture, team standards, current work, and role-specific priorities.
pixel-cellar/Claude-Code-Game-Studios
Skill Claude Code
A tool for turning development changes into player-facing patch notes. It reads Git history, sprint information, release logs, balance documents, and bug records when available.
pixel-cellar/Claude-Code-Game-Studios
Skill Claude Code
A performance profiling workflow for finding likely CPU, memory, rendering, file-loading, and network bottlenecks in a game. A performance budget is a target limit, such as a maximum frame time or memory use.
pixel-cellar/Claude-Code-Game-Studios
Skill Claude Code
A structured template for recording playtest sessions, including player reactions, confusing moments, bugs, suggestions, and optional measurements. Playtesting means watching or collecting feedback while people use a game build.
pixel-cellar/Claude-Code-Game-Studios
Skill Claude Code
A project-stage detector that scans design documents, source code, production plans, prototypes, architecture records, and tests to estimate where a game project is in development.
pixel-cellar/Claude-Code-Game-Studios
Skill Claude Code
A short, disposable development workflow for testing whether a game idea or mechanic is worth pursuing. It builds a small isolated prototype and records what happened in a report.
pixel-cellar/Claude-Code-Game-Studios
Skill Claude Code
A release-readiness checklist for video games that covers builds, quality checks, platform requirements, content, and store information.
pixel-cellar/Claude-Code-Game-Studios
Skill Claude Code
A review workflow for a completed sprint or milestone, using plans, completed work, code history, open tasks, and earlier reviews. A sprint is a defined period of development; a milestone is a larger project checkpoint.
At most 3 mods per repository are shown here, and a mod shipped inside a plugin is left to that plugin's page — the rest are on their repository pages: