pixel-cellar/Claude-Code-Game-Studios
Skill Claude Code
A workflow that creates design or architecture documents by studying existing game code or prototypes. It explains how an implemented system works and records the decisions behind it.
pixel-cellar/Claude-Code-Game-Studios
Skill Claude Code
A workflow that creates design or architecture documents by studying existing game code or prototypes. It explains how an implemented system works and records the decisions behind it.
pixel-cellar/Claude-Code-Game-Studios
Skill Claude Code
A scope-review tool for video-game work that compares the original plan with current implementation and identifies added or removed work. Scope creep means unplanned work expanding a project beyond its agreed plan.
pixel-cellar/Claude-Code-Game-Studios
Skill Claude Code
A workflow for choosing and recording the game engine and its version, such as Godot, Unity, or Unreal Engine. An engine is the software used to build and run a game.
pixel-cellar/Claude-Code-Game-Studios
Skill Claude Code
A sprint-planning tool for video-game development that creates or updates work plans from milestones, previous sprints, design documents, risks, and team capacity. A sprint is a short, fixed period of planned work.
pixel-cellar/Claude-Code-Game-Studios
Skill Claude Code
A guided starting workflow for game projects that first asks where you are and then directs you to a suitable next step. It can account for your game idea, engine, code, prototypes, and planning documents.
pixel-cellar/Claude-Code-Game-Studios
Skill Claude Code
A coordinated workflow for planning and implementing a game's audio, using specialists for sound direction, sound effects, technical setup, and gameplay integration.
pixel-cellar/Claude-Code-Game-Studios
Skill Claude Code
A coordinated workflow for designing, building, and testing a game's combat features with specialists in gameplay, enemy AI, visual effects, sound, and quality assurance.
pixel-cellar/Claude-Code-Game-Studios
Skill Claude Code
A coordinated team for creating complete game levels or areas, covering story, world-building, layout, encounters, visuals, systems, and testing.
pixel-cellar/Claude-Code-Game-Studios
Skill Claude Code
A coordinated team of game-writing specialists that plans story direction, world lore, dialogue, and story-focused level design in stages.
pixel-cellar/Claude-Code-Game-Studios
Skill Claude Code
A coordinated team that reviews and improves a game feature or area across performance, visual effects, audio, and quality testing.
pixel-cellar/Claude-Code-Game-Studios
Skill Claude Code
A coordinated release process involving release management, testing, build automation, deployment, and a final go-or-no-go decision.
pixel-cellar/Claude-Code-Game-Studios
Skill Claude Code
A coordinated team of user-interface specialists that takes a game interface from user-flow planning and wireframes through visual design and implementation.
pixel-cellar/Claude-Code-Game-Studios
Skill Claude Code
A skill for finding, classifying, prioritizing, and reporting technical debt—the unfinished cleanup and outdated code that make future changes harder.
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: