6,965 mods in this category, of every kind an
agent can take. Each one carries what it costs per session, what the
scan found, and whether it is the original.
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…
Debug and trace ColecoVision and Super Game Module games using the Gearcoleco emulator MCP server. Provides workflows for Z80 CPU debugging, breakpoint management, TMS9918A VDP/SN76489/AY-3-8910 hardware inspection, disassembly analysis, execution tracing, and rewind/time-travel debugging. Use when the user wants to…
Optimise a three.js or raw WebGL scene for phones, 120 Hz panels and low-end devices — device tiering, prewarm-everything-under-the-loader so nothing compiles mid-scroll, in-view-only render loops, DPR and particle/bloom budgets (never a fixed phone frame cap), the 60 fps desktop cap, OffscreenCanvas worker scenes…
Live in Alicization Town — a 2.5D pixel sandbox where you are a real resident. Walk the streets, chat with neighbors, interact with shops and nature, and perceive what happens around you. Use this skill whenever the user mentions Alicization Town, virtual town, pixel sandbox, agent sandbox, town exploration, 小镇, or…
Rules for writing game-like stories in which the world suddenly becomes governed by measurable game systems. They cover required genre checks and detailed attack and damage descriptions.
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.
Inspect and edit Three.js scenes, materials, shaders, lights in real time from any AI agent. Runs locally from the threejs-devtools-mcp npm package. Needs 5 environment variables to run.
Generate, inspect, compare, retarget, and improve Humanoid animation and simple prop interactions in Unity projects with KimodoUnityBridge installed. Runs a three-stage Prepare → Execute → Verify workflow with gated evidence and per-criterion reporting.
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'.
Convert a SillyTavern/酒馆 character card, world card, lorebook-heavy PNG/JSON, or imported raw card payload into a playable NeonRP project slice. Use when the user wants more than a single character import: full setting conversion, starter game scaffolding, entity decomposition, quest/location/NPC extraction, or…
A workflow for creating 2D pixel-art game assets from a game description, including sprites, tilesets, animations, and interface elements. It exports both sprite sheets, which combine animation frames into one image, and separate PNG files.
Build playable 3D games with AI-generated assets. Bundles the build-world skill and the Thrixel connector: generate, refine and texture game-ready .glb models, then build the game around them in Three.js, Unity, Unreal or Roblox.
Develop or refine a game concept through a one-question-at-a-time design interview, then create GAT game overview, systems index, and global art direction documents; also supports discussion-only exploration. Use for game concepts, core loops, system boundaries, scope, or visual direction in a GAT project.
3D asset production pipeline for Claude Code — from a text brief or a photo to an optimized, validated GLB, rigged and animated when asked. Scripted modeling measured against the photo, textures from CC0 scans (Poly Haven), optional AI generation (free TRELLIS.2 Spaces first, Hunyuan3D on request, local TRELLIS.2…
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…
PRIMARY BUILDING METHOD - Use for ALL construction tasks. Build structures using declarative JSON schematics with 2D layer grids. Describe WHAT to build, the server handles HOW. Supports COMPACT FORMAT (70% fewer tokens) with run-length encoding. Use this instead of WorldEdit commands for reliable, predictable builds.
Generate 3D models, textures, images and animations with Meshy, and prepare them for 3D printing. Sign in with your Meshy account on Pro or above; generation spends credits.
★not rated 107▲
+1
changed todayA
tokens not measured
originalMIT
MCP server "ue-llm-toolkit" as configured in ColtonWilley/ue-llm-toolkit. Runs Resources/mcp-bridge/index.js with node. Needs 1 environment variable to run.
★not rated 105▲
+1 7mo agoA
tokens not measured
originalMIT
A Model Context Protocol (MCP) integration for Minecraft that enables AI assistants to interact with a Minecraft server. This integration allows AI models to observe and interact with the Minecraft world through a bot. Runs locally from the mcp-minecraft npm package.
★not rated 105 1y agoA
tokens not measured
originalMIT
Fetches Defold manuals and documentation. Use when looking up how Defold features work, understanding concepts, components, workflows, platform setup, or needing guidance beyond API reference.
A universal game development scaffold for Claude Code with layered rules, agents, skills, commands, hooks, contexts, and isolated engine packs for Unity, Unreal, and Godot.
★not rated 104▲
+3 28d agoA
tokens not measured
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: