architect
73Agent
Technical architect for one code task. Owns deep technical research, task-level implementation planning, and per-task context configuration.
1,600 tagged game-development, measured the same way as everything else here.
Browse within: godot 107opencode 107game-engine 63ecs 60opencode-agent 55gdscript 21ai-skills 9copilot 9claude-code-skill 7creative-coding 7text-to-game 7Deterministic 6canvas 6dynamic-workflow 6
Agent
Technical architect for one code task. Owns deep technical research, task-level implementation planning, and per-task context configuration.
Agent
Game artist. Generates and processes visual assets, registers them in manifest.json.
Agent
Runtime verification teammate for one code task. Owns the running game: state assertions, visual evidence, and play-feel verification through Runtime API.
Skill Claude CodeCodex
Distill stable art-generation patterns from a completed project, so future projects produce comparable assets without re-discovering the prompts. Lead-dispatched only — orchestrator invokes this skill from its self-evolve flow with a game-slug message; do not self-trigger.
Skill Claude CodeCodex
Capture reusable patterns from a finished project and lift them into framework-level priors (contracts, modules, skeletons) that future projects inherit. Run only when the user explicitly requests self-evolution; the orchestrator executes the workflow.
Skill Claude CodeCodex
Run VibeGame's standard end-to-end game development workflow with reviewer gates. Use when the user wants to create a game from zero or evolve an existing game across multiple stages.
MCP server Claude CodeCodexCursor +2
Agent-driven Godot playtesting: editor control, input injection, game-time stepping, live state. Runs locally from the @satelliteoflove/godot-mcp npm package. Needs 2 environment variables to run.
guiguiyan930-source/game-ui-design-workflow
Skill Claude CodeCodex
A planning workflow for a game before its interface visuals are generated. It produces a game design document, product requirements document, and interaction logic document.
guiguiyan930-source/game-ui-design-workflow
Skill Claude CodeCodex
Splits a generated game UI sprite sheet or component board into individual transparent PNG elements, writes crop metadata, validates dimensions and alpha channels, and packages all PNG files into a ZIP archive. Use after component breakdown when users ask to cut a combined sprite sheet, isolate every…
guiguiyan930-source/game-ui-design-workflow
Skill Claude CodeCodex
Orchestrates an end-to-end game UI workflow from game design (GDD), PRD, and UI interaction logic through design specification, screen-system extension, page image generation, component breakdown, sprite-sheet splitting, PNG ZIP packaging, atlas packing, engine JSON handoff, asset registration, and validation. Use…
Skill Claude CodeCodex
Manage actors in UE levels via UCP. Use when the user asks to spawn, delete, move, duplicate, select, or otherwise manipulate actors in the Unreal Engine editor.
Skill Claude CodeCodex
Query and manage UE assets via UCP. Use when the user asks about asset search, dependencies, referencers, asset CRUD, asset management, getting selected/current assets, opening/closing asset editors, or any editor asset operation in Unreal Engine.
Skill Claude CodeCodex
Edit UE material node graphs and properties via text (ReadGraph/WriteGraph). Use when the user asks to add, remove, or rewire material expression nodes, or change material properties like ShadingModel or BlendMode.
Skill Claude CodeCodex
Build 2D game sprite sheets by generating motion with MiniMax H3 (Hailuo) video, then cutting the footage into validated chroma-keyed sprite frames - the Mortal Kombat method with a video model instead of filmed actors. Covers the character-still recipe, the idle-pin trick that keeps every move on-model and loopable…
TomLeeLive/openclaw-unity-plugin
Skill Claude CodeCodex
Control Unity Editor via OpenClaw Unity Plugin. Use for Unity game development tasks including scene management, GameObject/Component manipulation, debugging, input simulation, and Play mode control. Triggers on Unity-related requests like inspecting scenes, creating objects, taking screenshots, testing gameplay, or…
MCP server Claude CodeCodexCursor +2
MCP server providing ground-truth Unreal Engine API documentation -- prevents AI hallucination of signatures, includes, and deprecated APIs. Runs locally from the unreal-api-mcp Python package. Needs 2 environment variables to run.
Plugin Claude Code
Claude Code skills and an IDE-style Agent for Godot Engine development through the godot-devtool MCP server.
Agent
Builds, edits, runs, debugs, and verifies Godot 4 projects through the godot-devtool MCP server.
Skill Claude CodeCodex
Use with godot-devtool for live Godot editor operations through editorws, including selection, Inspector edits, UndoRedo scene changes, Dock status, and plugin reload.
Skill Claude CodeCodex
Use when changing or releasing the godot-devtool MCP package itself, including tool catalog, build output, Godot addon, docs, and local Skill sync.
Skill Claude CodeCodex
Use when MCP clients and connected AI assistants work on a Godot 4 project through the godot-devtool 3.2.1 MCP server.
Skill Claude CodeCodex
実装セッションと完全に独立したセッションでPRをレビューする手動発火スキル。PR URLまたは番号を受け取り、 レビュー専用worktreeにcheckoutして moores-code-review(report-only)+新規性ゲートL1を実行し、 実コード抜粋入りのインフォグラフィックHTMLダイジェスト(verdict/裁定カード/suppressed)と シャドー台帳を出力する。ダイジェストの閲覧は裁定サイト(https://review.moores.tech/pr/ )が担う。 実装セッションの自己申告contextは一切受け取らない。…
Skill Claude CodeCodex
現在のセッションで、独立したタスクからなる実装計画を実行する際に使用する.
Agent Codex
あなたはこのプロジェクトのユーザー(sakastudio)のシミュレーターである。仕事は助言ではなく予測: 「このdoc/質問をユーザーが読んだら、何を指摘し、どう裁定するか」を先回りして言い当てる。 的中はユーザーの読む量と答える量を減らし、外れ(FP)は信頼を壊す。確信のない指摘は出すな。Warningに落とせ。.
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