Generate visual assets from text prompts: PNG images (Gemini / xAI Grok, or local Qwen-Image when installed), GLB 3D models (Tripo CLI), rigged characters, retargeted animations, and frame-by-frame animated sprites, plus background removal. Use whenever a game needs generated art.
Execute Unity tests (EditMode or PlayMode) and return per-test results. Supports filtering by test assembly, namespace, class, and method. Refreshes the AssetDatabase first; defers execution across domain reloads if scripts changed. Precondition: every open scene must be saved — dirty scenes abort the run.
Drive a running Unity Editor or development Player from the command line via the unity-pipeline package — install the package, keep the editor ticking while unfocused, run the edit→recompile→runtests loop, evaluate C#, and hot-reload files at runtime. Use when an agent needs to control a live Unity instance, automate…
Evaluate the current tag's quality: enforce the playable-closed-loop gate, maintain a single cross-tag e2e/ suite that always reflects the current game (add tests for new mechanics, prune tests for mechanics this tag deliberately removed), and reason about gameplay quality. Independent from the build process — fresh…
A game-design document writer that turns research, game ideas, player goals, testing plans, diagrams, and production limits into proposals, design documents, or funding pitches.
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…
Provider-neutral open-source skill for planning and producing game-runtime art assets and animation: static props/icons, canonical character sheets, combat sprites, 3D/video motion references, Veo/Seedance-style video-to-frames, cinematic ultimates, backgrounds, FX, SFX, runtime packaging, and QA. Use when building…
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.
Use when a user provides one baseline image and requests game animation frames, sprite sequences, attack/walk/idle/hit/death/casting motion, transparent PNG frames, a spritesheet, keyframe prompts, or consistent whole-character pose animation.
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…
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.
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 — including arbitrary C# execution (script.execute) and reflection-based editor calls, which can modify scenes, assets…
Validate readiness to advance between development phases. Produces a PASS/CONCERNS/FAIL verdict with specific blockers and required artifacts. Use when user says 'are we ready to move to X', 'can we advance to production', 'check if we can start the next phase', 'pass the gate'.
A checklist and workflow for reviewing agent skills. It checks the skill's metadata, instructions, folder structure, and supporting files against recommended standards.
Install the claude-code-game-development plugin pack the way a user does, into a clean Claude Code config and a clean Grok Build home, prove every plugin validates, installs and loads its components, and keep the transcripts. Use when proving a claude-code-game-development PR's Done-when, checking that a plugin change…
Use for vertical slice tasks that validate whether a full game loop can be built at representative quality before production commitment; produce verification evidence, changed or proposed files, and handoff boundaries.
Make a Hearth game feel good, not just run — the juice stack (hit-stop, screen shake, flash, particle bursts, layered sound), tween easing, camera effects, anticipation/recovery animation idioms, game-UX conventions (menus, pause, onboarding, difficulty, save etiquette), effect-asserting playtests, and the quality bar…
Use when writing or modifying code for s&box, sbox, the Facepunch sandbox engine, or any Source 2 game project in C#. Triggers on mentions of s&box, sbox, sandbox game, Facepunch engine, Source 2 game, .sbproj, .razor with PanelComponent, @inherits PanelComponent, Sandbox.Component, GameObject + Components.Get …
Verified, current Roblox and Luau knowledge for writing, reviewing and debugging Roblox game code. Use it for ANY task that involves Roblox, Luau or Roblox Studio, even a quick question or a one-line snippet: scripts and modules, RemoteEvents, DataStores and ProfileStore, ProcessReceipt and monetization, UI, the Input…
Guided, section-by-section GDD authoring for a single game system. Gathers context from existing docs, walks through each required section collaboratively, cross-references dependencies, and writes incrementally to file.
Generate Unity 6+ UI Toolkit Runtime Data Binding code using MVVM pattern with [CreateProperty], DataBinding, and PropertyPath. Use when creating UI screens, HUDs, menus, inventories, settings panels, or any data-bound UI elements with UI Toolkit. Triggers on requests like "create a health bar", "build the HUD", "make…
A guided tool for creating custom tools in the ArtClaw system, which connects an AI assistant with digital-content applications. It can package an existing skill, generate a script, or combine tools, then preview and save the result.
Use when building, editing or reasoning about an RPG Maker MV game through the RPG Maker MV Copilot MCP server (tools prefixed rpgmaker / the 18 consolidated tools: querydatabase, createdatabaseentry, generatemap, managemapevent, analyzeproject, etc.). Covers the correct workflow so maps, NPCs, chests, shops, doors…
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changed 3d agoASkillSpector: pass139 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: