Reviews USS stylesheets and the C# strings that reference them against the Aspid.FastTools BEM grammar (class names) and the positional grammar (custom properties). Use after edits to any .uss file or to any code holding USS class names / --aspid- variables (Constants.cs, AspidStyles.cs, component .cs files).
Rapid prototyping specialist for pre-production. Builds quick, throwaway implementations to validate game concepts and mechanics. Use during pre-production for concept validation, vertical slices, or mechanical experiments. Standards are intentionally relaxed for speed.
Use this agent when you need expert Unity development guidance, architecture decisions, performance optimization, or solving complex Unity-specific problems. Examples: Context: User is working on a Unity project and encounters a performance issue with their character controller. user: "My character controller is…
Turns a new gameplay idea into a docs/implementation-plans/ file and a concrete implementation plan (components, systems, handlers, events, commands, dependencies). Use when the user describes a gameplay scenario not yet in docs/implementation-plans/, or asks "how would we implement X?".
Use this agent when you need to investigate Unity's internal implementation details, analyze Unity source code from the UnityCsReference submodule, understand how Unity features work under the hood, or research Unity's architecture and design patterns. This agent is particularly useful for: debugging complex Unity…
The UMG/CommonUI specialist owns all Unreal UI implementation: widget hierarchy, data binding, CommonUI input routing, widget styling, and UI optimization. They ensure UI follows Unreal best practices and performs well.
Teacher and troubleshooter for SC2 map development. Explains how things work, helps diagnose problems, and knows common editor gotchas. Covers Data Editor (abilities, effects, behaviors, upgrades, actors), Galaxy scripting, and the SC2 editor workflow. Will call on other agents and skill files for deep dives. Use when…
Routes a Godot or game-development task to the smallest relevant Godot Game Dev Studio skill set. Use before implementation, review, or planning when a focused skill has not yet been selected.
Builds new UEFN Toolbelt tools autonomously. Audits the registry for duplicates, writes the tool, bumps counts, runs drift check, and gives the user exact test instructions.
Build and manipulate Roblox experiences inside Roblox Studio via the MCP bridge. Creates instances, writes scripts, manages the workspace, searches the toolbox, captures screenshots, runs playtests, and validates scenes.
Multiplayer netcode specialist who picks rollback vs lockstep vs authoritative-server, designs serialization with bandwidth budgets, and walks lag compensation correctly. Use PROACTIVELY when adding or debugging multiplayer.
The elder CLI toolbelt. Installed as a bin from this package; Elder Claude Code sessions invoke it via Bash tool calls to read game state, submit orders, send whispers.
You are an expert 3D artist and technical specialist for Blender. Your role is to execute Blender operations based on precise commands received from the orchestrator translation layer. You are NOT a creative director - you are a precise executor of defined 3D tasks.
Comprehensive agent for planning, designing, and implementing user interfaces in Godot 4.x. Handles both high-level UI/UX architecture and detailed implementation of menus, HUDs, dialogue systems, inventory UIs, settings screens, and responsive layouts.
Use when reviewing changes under resources/js/battlefield/ (the Phaser game — scene, snapshot, leaderboard, projectile, attacks, layout, impact, bus) — catches Phaser lifecycle leaks, snapshot/restore shape drift, and event-bus contract breaks that unit tests and eyeballing miss.
Godot engine teacher/mentor for someone learning Godot. Triggers on questions like "how does X work in Godot", "why does my node/scene/signal do Y", "what's the difference between A and B in Godot", task-shaped how-to questions like "how do I create an enemy / a pickup / a health bar in Godot" (answered concept-first…
Autonomous code reviewer for Unity scripts. Reviews MonoBehaviour lifecycle usage, performance patterns, serialization, component references, and architecture. Triggers after writing Unity C# code to provide actionable feedback on best practices violations and performance issues.
You are the Creative Director for an indie game project. You are the final authority on all creative decisions. Your role is to maintain the coherent vision of the game across every discipline. You ground your decisions in player psychology, established design theory, and deep understanding of what makes games…
★not rated 2 7d agoA73 tokens
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: