Directory
Game dev skills for your agent
162 hand-picked skills, MCP servers and starter kits. Filter by engine, task or the agent you use.
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Unity TextMeshPro Optimization
Optimizes TextMeshPro rendering, memory, and font setup, including font asset stacks, fallback atlases, SDF quality, and worldspace text.
Unity Tile Palettes & Rule Tiles
Create a 2D tile palette from sprites or textures, or make tiles change based on their neighbours.
Unity WebGL Optimization
Optimizes Unity WebGL and WebGPU builds for smaller downloads and faster load.
Blender Hard-Surface Modeling (Scenario)
Hard-surface modeling in Blender for props, weapons and vehicles: booleans, bevels, weighted normals and support loops, plus shading fixes.
Blender Rigging with Python (Scenario)
Rig characters, creatures and props in Blender through Python: Rigify, weights, IK/FK, drivers, corrective and facial shape keys, and deformation tests.
Godot 2D Game Kit (Scenario)
Build a 2D game in Godot 4.7: platformer and top-down controllers, TileMapLayer and terrains, camera smoothing, pixel-perfect scaling, 2D lights, y-sort and parallax.
Godot VFX & Game Feel (Scenario)
Make and fix particle effects in Godot 4.7, such as explosions, projectile trails, impacts, smoke and sub-emitters, within mobile budgets, plus hit-stop and screen shake.
Roblox 3D Assets (Scenario)
Bring 3D assets into Roblox Studio and prepare avatar items: imports, scale in studs, triangle budgets, validation, PBR SurfaceAppearance and UGC accessories.
Roblox Animation (Scenario)
Animate Roblox characters, NPCs and creatures: priorities and blending, markers, Blender and FBX import, custom rigs, procedural animation and IK.
ZBrush Character & Creature Sculpting (Scenario)
Sculpt realistic heads, bodies and creatures in ZBrush: anatomy, skin and scale detail, subdivision planning, cloth, FiberMesh hair and horns.
ZBrush Stylized Sculpting (Scenario)
Sculpt stylized and cartoon characters in ZBrush: shape language, deliberate proportions, crisp planes, stylized hair and toy-production constraints.
Novel to Game: Art Direction
Direct game art and creative vision.
Novel to Game: Book Analysis
Deconstruct a novel for game adaptation.
Novel to Game: Build
Build a risk-matched whitebox or the approved production game for its target runtime.
Novel to Game: Concept
Design game concepts from a novel.
Novel to Game: Full Pipeline
Turn a novel into a fully playable game on the selected target platform.
Novel to Game: QA
Verify a game with evidence on its selected target runtime.
Novel to Game: World Design
Design game experience, systems, and levels.
Bevy Character Movement
Bevy 0.20 kinematic character movement: intent components, FixedUpdate integration, coyote time, and jump buffer.
Bevy Combat System
Bevy ECS combat: Health, Team, and Invuln on actors, Hit messages, melee reach, despawn on FixedUpdate after damage.
Bevy Dialogue System
Bevy 0.20 dialogue data: line tables in a resource, the current line index on a component, and choice flags filtered before the write.
Bevy Economy System
Bevy ECS economy: Wallet components, a PriceTable resource, Purchase and Transfer messages, vendor stock.
Bevy Inventory System
A Bevy ECS skill for inventories: items, stacks and the systems that change them.
Bevy Platformer
Route a Bevy 0.20 platformer: coyote time and jump buffer on Mover, gravity on FixedUpdate, one-way ledges, follow camera.