Implement or review behavior-preserving RustyCore restructuring with C++ fidelity and capture-clean validation. Use for module or file splits, moving methods or types, extracting application services, catalogs, repositories, runtime handles, or private substates, shrinking…
Use when building, editing or reasoning about an RPG Maker MV game through the RpgMakerMVUltimate MCP server (tools prefixed rpgmaker / the 13 consolidated tools: querydatabase, createdatabaseentry, generatemap, managemapevent, analyzeproject, etc.). Covers the correct workflow so maps, NPCs, chests, shops, doors…
Use this skill always when you need to use executecsharpscriptinunityeditor tool to modify scenes, add, remove or modify game objects, components, scriptable objects or perform any other task in Unity Editor using C# scripts. Also covers when and how to use readunityconsolelogs and rununitytests tools as part of the…
A workflow for recreating small web games from a name, link, screenshot, or video, then building an original version with similar gameplay. It is intended for puzzle and casual games that can run in a browser.
Core scripting and engine skill for Roblox game development. Covers full-lifecycle development: architecture, Luau scripting, debugging, security, performance, data persistence, networking, and the Roblox Studio environment. MUST use this skill whenever the user mentions: 'Roblox', 'Luau', 'Roblox Studio'…
Roblox audio — the modern modular audio graph (AudioPlayer, AudioEmitter, AudioListener, Wire, AudioTextToSpeech) and the legacy Sound/SoundGroup system. Covers 2D vs 3D audio, spatial attenuation, effects (Equalizer, Compressor, Reverb, Echo, Distortion), TTS/STT, acoustic simulation, asset permissions and the 2022…
Design and bake isometric props for the city — landmarks (harbour, airport, capitol), vehicles (ships, aircraft, cranes), buildings and quayside furniture. Covers the projection contract, texture anchoring and canvas sizing, which faces to plate, depth-ordering the masses of one prop, curved surfaces (cylinders…
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…
Skill "game-ai-patterns" from HermeticOrmus/LibreGameDev-Claude-Code, covering game ai patterns, behavior tree node types, composite nodes, sequence: all children must succeed (and) and selector: first child to succeed wins (or).
Add an undoable editor command for scene, asset, prefab, or tilemap mutations. Use when implementing create/delete/rename/move/property edits, continuous gestures that must commit one history entry, or when UI currently mutates DocumentManager without CommandManager.
Control Godot Editor via OpenClaw Godot Plugin. Use for Godot game development tasks including scene management, node manipulation, input simulation, debugging, and editor control. Can modify, save, and delete scenes/nodes and capture project metadata and screenshots — destructive operations should be confirmed with…
Control Unreal Engine Editor via OpenClaw Unreal Plugin. Use for Unreal development tasks including level/actor management, transforms, PIE control, debugging, input simulation, and console commands. Can create/delete actors, save levels, run console commands, simulate input, and capture viewport screenshots and logs…
Use when operating an Air Jam project through its first-party MCP tools for inspection, development, semantic game sessions, logs, quality gates, and releases.
Performance optimization analysis harness for game creator tools (Unity/Unreal/Godot editors). Use when user asks about editor performance, asset pipeline optimization, compile times, UI responsiveness, profiling bottlenecks, hardware tuning for large projects, or workflow optimization for game development. This skill…
Debug and fix Roblox bugs through Studio MCP. Use for repro steps, console errors, script search/read/edit flow, broken UI, failed gameplay systems, data issues, remotes, regressions, root-cause reports, and post-fix verification.
Domain skill - Unreal Engine Play-In-Editor (PIE) closed-loop verification. Provides PIE lifecycle control (enter/pause/resume/exit), controlled input injection (no OS dependency), viewport screenshot capture, output log snapshot, performance sampling, and Automation Test execution with async job polling. Use for…
Use this skill for professional Roblox game development in Roblox Studio and Luau, including gameplay systems, UI/HUD, multiplayer networking, RemoteEvents/RemoteFunctions, server-client architecture, DataStores, debugging Output errors, performance review, Rojo project setup, procedural 3D model generation with…
Analyze a Godot project and generate a version-aware SCons export-template profile, optional .gdbuild feature profile, and reproducible artifact-size report. Use when reducing packaged engine size before export; keep runtime validation and risky binary post-processing explicit.
AIGD (AI Game Design) main entry / orchestrator. Use this when the user wants to start a game project from scratch, is unsure which phase to use, wants to survey or advance the entire development pipeline, or needs to maintain the project spine (project charter / manifest). This skill only does "read the spine → judge…
Close Unreal Editor safely on Windows first, with macOS fallback. Invoke only when the user explicitly asks to close/restart Unreal or an approved plugin binary swap requires the editor to exit.
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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: