ukanwat

22 mods across 2 repositories, 378 stars between them.

audio-design

01

ukanwat/aaabench

Skill Claude CodeCodex

Implement game audio practice — bus/mixer architecture and gain in decibels, ducking (sidechain), adaptive/dynamic music via layering and re-sequencing, SFX variation, and beat synchronization. Engine-neutral. Use when the user mentions audio mixing, audio buses, adaptive/dynamic music, ducking, SFX variation, music…

378 17d ago A 81 tokens copy · 89% MIT

camera-systems

02

ukanwat/aaabench

Skill Claude CodeCodex

Build game cameras that feel good — 2D follow with a deadzone, look-ahead, smoothing, and level-bounds clamping; 3D third-person orbit with collision and first-person look; plus multi-target framing and a shake hook. Engine-neutral techniques that pair with the engine's camera node and rigs like Unity Cinemachine or…

378 17d ago A 127 tokens copy · 91% MIT

dialogue-systems

03

ukanwat/aaabench

Skill Claude CodeCodex

Build branching dialogue and narrative — a node/choice graph with conditions, variables, and localization hooks — and choose between authoring tools Ink and Yarn Spinner or a custom data-driven runner. Engine-neutral. Use when the user mentions dialogue system, branching dialogue, conversation tree, choices, Ink…

378 17d ago A 75 tokens copy · 91% MIT

game-ai

04

ukanwat/aaabench

Skill Claude CodeCodex

Design NPC and enemy decision-making with finite state machines, behavior trees, steering behaviors, and A pathfinding — engine-neutral algorithms that pair with the detected engine's navigation API. Use when building enemy AI, an FSM or behavior tree, steering/flocking, or pathfinding, or when the user mentions state…

378 17d ago A 85 tokens copy · 88% MIT

game-feel

05

ukanwat/aaabench

Skill Claude CodeCodex

Add "juice" and game feel that makes actions satisfying — screen shake, hit-stop/freeze frames, tweened/eased motion, squash & stretch, knockback, and layered audio-visual feedback — as engine-neutral techniques that pair with the detected engine's tween, particle, and camera APIs. Use when the user mentions game…

378 17d ago A 116 tokens copy · 94% MIT

game-ui-ux

06

ukanwat/aaabench

Skill Claude CodeCodex

Design and build game UI/UX — HUDs, menus, and overlays — that survive every screen: anchor- based responsive layout, resolution/aspect scaling and safe areas, keyboard/gamepad focus navigation, a screen/menu state stack, and event-driven (not polled) HUD updates. Engine- neutral patterns that pair with the detected…

378 17d ago A 123 tokens copy · 91% MIT

input-systems

07

ukanwat/aaabench

Skill Claude CodeCodex

Architect game input — action mapping (abstracting keys into named actions), rebinding with conflict detection and persistence, multi-device support (keyboard, gamepad, touch), analog deadzones, and feel features like input buffering and coyote time, plus accessibility. Engine-neutral. Use when the user mentions input…

378 17d ago A 88 tokens copy · 92% MIT

level-design

08

ukanwat/aaabench

Skill Claude CodeCodex

Design and build playable levels — the blockout/whitebox-to-playable workflow, player metrics and grid layout, pacing and flow (tension/rest curve), gating and the critical path, and encounter design. Engine-neutral practice. Use when the user mentions level design, blockout/whitebox/greybox, level layout, level…

378 17d ago A 83 tokens copy · 92% MIT

ukanwat/aaabench

Skill Claude CodeCodex

Find and fix game performance problems methodically — measure with the engine profiler first, reason about the frame-time budget, locate the CPU-vs-GPU bottleneck, then apply the right fix: object pooling, draw-call batching, fewer allocations/GC spikes, and asset budgets. Engine- neutral method that pairs with each…

378 17d ago A 121 tokens copy · 94% MIT

physics-tuning

10

ukanwat/aaabench

Skill Claude CodeCodex

Tune game physics for stable, good-feeling motion — fixed vs variable timestep, render interpolation, mass/gravity/drag, continuous collision detection (CCD) to stop tunneling, fixing jitter, and collision layers/masks. Engine-neutral. Use when the user mentions physics feel, jitter, tunneling, fixed timestep…

378 17d ago A 83 tokens copy · 89% MIT

procedural-gen

11

ukanwat/aaabench

Skill Claude CodeCodex

Generate game content procedurally — seeded deterministic RNG, value/Perlin/ Simplex noise for terrain and heightmaps, grid dungeon generation (rooms + corridors, BSP, random walk), and weighted loot/drop tables. Engine-neutral algorithms. Use when the user mentions procedural generation, perlin/simplex noise, random…

378 17d ago A 81 tokens copy · 92% MIT

reference-images

12

ukanwat/aaabench

Skill Claude CodeCodex

Find and actually LOOK at real photographs — keyless image-search APIs, downloaded to disk so they render as images. Use before building any place, material, vehicle, sky or lighting condition, and again when judging your own screenshots.

378 17d ago A 49 tokens original MIT

save-systems

13

ukanwat/aaabench

Skill Claude CodeCodex

Design save/load for game state — choosing what to serialize, file formats, save slots, atomic crash-safe writes, schema versioning and migration, and autosave. Engine-neutral. Use when the user mentions save system, save/load, game state persistence, save slots, autosave, save file corruption, or migrating old saves…

378 17d ago A 74 tokens copy · 94% MIT

shader-programming

14

ukanwat/aaabench

Skill Claude CodeCodex

Write game shaders from cross-engine fundamentals — the vertex→fragment pipeline, coordinate spaces, UV math, and common 2D/3D effects (tint, UV scroll, dissolve, outline, fresnel rim, vignette) in GLSL with HLSL equivalents. Use when the user mentions shaders, fragment/pixel shader, vertex shader, UV, GLSL, HLSL, or…

378 17d ago A 95 tokens copy · 100% MIT

ukanwat/aaabench

Skill Claude CodeCodex

Build NPC AI in Unreal Engine 5 with Behavior Trees and Blackboards: composites (Selector/Sequence), tasks, decorators, services, and running the tree from an AIController. Use when creating enemy/NPC AI, BT/BB assets, custom BTTask or BTService nodes, or when the user mentions Behavior Tree, Blackboard, AIController…

378 17d ago A 87 tokens copy · 91% MIT

unreal-blueprints

16

ukanwat/aaabench

Skill Claude CodeCodex

Build Unreal Engine 5 gameplay with Blueprint visual scripting: Blueprint Classes, the Event Graph and Construction Script, variables/functions/macros, and Blueprint communication (Cast, Interfaces, Event Dispatchers). Use when working in Blueprints, wiring an event graph, deciding how Blueprints talk to each other…

378 17d ago A 86 tokens copy · 88% MIT

unreal-cpp-gameplay

17

ukanwat/aaabench

Skill Claude CodeCodex

Write Unreal Engine 5 C++ gameplay code: the UCLASS/UPROPERTY/UFUNCTION reflection macros, the Gameplay Framework (GameMode, Pawn, Character, PlayerController, Actor components), and the module Build.cs. Use when writing or debugging UE C++, deriving from AActor/ACharacter/ AGameModeBase, exposing properties to the…

378 17d ago A 105 tokens copy · 91% MIT

ukanwat/aaabench

Skill Claude CodeCodex

Set up player input in Unreal Engine 5 with Enhanced Input: Input Actions, Input Mapping Contexts, modifiers and triggers, adding the mapping context, and binding actions by ETriggerEvent. Use when wiring movement/look/jump input, creating IA/IMC assets, binding in C++ or Blueprints, or when the user mentions Enhanced…

378 17d ago A 94 tokens original MIT

unreal-niagara

19

ukanwat/aaabench

Skill Claude CodeCodex

Create and control VFX in Unreal Engine 5 with Niagara: systems and emitters, modules and the spawn/update stages, exposed User parameters, and spawning or driving effects from Blueprints or C++. Use when building particle effects, NS/NE assets, spawning a Niagara system at runtime, setting User parameters, or when…

378 17d ago A 85 tokens copy · 92% MIT

unreal-packaging

20

ukanwat/aaabench

Skill Claude CodeCodex

Package and ship an Unreal Engine 5 project: the Platforms menu Package Project flow, build configurations (Development vs Shipping), cooking content, packaging settings and the Game Default Map, and command-line builds with RunUAT BuildCookRun. Use when packaging a build, making a shipping build, cooking content…

378 17d ago A 89 tokens copy · 88% MIT

unreal-mcp

21

ukanwat/aaabench

MCP server Claude CodeCodexCursor +2

MCP server "unreal-mcp", hosted remotely at 127.0.0.1, as configured in ukanwat/aaabench.

378 17d ago A tokens not measured original MIT

buffer-mcp

22

ukanwat/buffer-mcp

MCP server Claude CodeCodexCursor

MCP server for the Buffer social media API — manage posts, channels, and ideas via LLMs. Runs locally from the @damusix/buffer-mcp npm package.

0 2mo ago A tokens not measured