Inspect a Claude Code game project and plan a reversible Codex migration of guidance, skills, agents, hooks, and paths. Use when CLAUDE.md or .claude content is present; preserve the source and require digest confirmation before writing Codex files.
Inspect a game project and propose the optional Codex hooks, scoped AGENTS.md guidance, and selected local agent profiles. Use when adopting the automation pack or changing its engine-specific project setup; never apply configuration before digest confirmation.
Inspect Blender and a game project, then propose the pinned local Blender MCP adapter with permissions, addon steps, health checks, and rollback. Use for Blender-assisted 3D generation or animation; never install the addon or server before digest confirmation.
Inspect a Godot project and propose one compatible local Godot MCP adapter with exact pins, permissions, health checks, and rollback. Use for Godot editor automation setup or adapter replacement; never install or activate a server before digest confirmation.
Turn an object or character reference image into a quality-gated, animation-ready procedural Three.js model built in code. Use for image-to-3D reconstruction, detail-accurate object rebuilds, stylized or likeness-maximized characters, sculpt specifications, staged code generation, and multi-view visual correction.
Inspect a macOS game project and propose one native Apple Silicon or Intel Codex AI Game Studio setup, including deterministic alternatives for Windows, PowerShell, CUDA, or DirectML-only tooling. Use explicitly for macOS edition selection or cross-platform adaptation; never install, activate, download, or change…
Inspect a 2D game project and propose the pinned pixel-art MCP adapter or documented non-MCP editor alternatives. Use for Aseprite-based sprite automation; require digest confirmation before activating tools or changing assets.
Inspect a Unity project and propose one compatible local Unity MCP adapter with exact pins, permissions, health checks, and rollback. Use for Unity editor automation setup or adapter replacement; never install or activate a server before digest confirmation.
Inspect an Unreal Engine project and propose one compatible local Unreal MCP adapter with exact pins, high-risk permissions, health checks, and rollback. Use for Unreal editor automation setup; require digest confirmation before any plugin or server change.
Inspect a native Windows game-development environment and propose one compatible Codex AI Game Studio edition with architecture, shell, package-manager, editor, GPU, MCP, permission, license, and rollback details. Use explicitly for Windows edition setup or for adapting a macOS-, POSIX-, Apple-Silicon-, or Metal-bound…
Brownfield onboarding — audits existing project artifacts for template format compliance (not just existence), classifies gaps by impact, and produces a numbered migration plan. Run this when joining an in-progress project or upgrading from an older template version. Distinct from $ai-game-studio:project-stage-detect…
Creates an Architecture Decision Record (ADR) documenting a significant technical decision, its context, alternatives considered, and consequences. Every major technical choice should have an ADR.
Validates completeness and consistency of the project architecture against all GDDs. Builds a traceability matrix mapping every GDD technical requirement to ADRs, identifies coverage gaps, detects cross-ADR conflicts, verifies engine compatibility consistency across all decisions, and produces a PASS/CONCERNS/FAIL…
Guided, section-by-section Art Bible authoring. Creates the visual identity specification that gates all asset production. Run after $ai-game-studio:brainstorm is approved and before $ai-game-studio:map-systems or any GDD authoring begins.
Audits game assets for compliance with naming conventions, file size budgets, format standards, and pipeline requirements. Identifies orphaned assets, missing references, and standard violations.
Generate per-asset visual specifications and AI generation prompts from GDDs, level docs, or character profiles. Produces structured spec files and updates the master asset manifest. Run after art bible and GDD/level design are approved, before production begins.
Analyzes game balance data files, formulas, and configuration to identify outliers, broken progressions, degenerate strategies, and economy imbalances. Use after modifying any balance-related data or design. Use when user says 'balance report', 'check game balance', 'run a balance check'.
Guided game concept ideation — from zero idea to a structured game concept document. Uses professional studio ideation techniques, player psychology frameworks, and structured creative exploration.
Creates a structured bug report from a description, or analyzes code to identify potential bugs. Ensures every bug report has full reproduction steps, severity assessment, and context.
Read all open bugs in production/qa/bugs/, re-evaluate priority vs. severity, assign to sprints, surface systemic trends, and produce a triage report. Run at sprint start or when the bug count grows enough to need re-prioritization.
Performs an architectural and quality code review on a specified file or set of files. Checks for coding standard compliance, architectural pattern adherence, SOLID principles, testability, and performance concerns.
Scan all GDDs against the entity registry to detect cross-document inconsistencies: same entity with different stats, same item with different values, same formula with different variables. text search-first approach — reads registry then targets only conflicting GDD sections rather than full document reads.
★not rated 7 10d agoA58 tokens
originalMIT
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: