目录
给你的 Agent 装上游戏开发技能
精选 162 个 skills、MCP Servers 和 Starter Kits,可按引擎、任务或你用的 Agent 筛选。
共 160 条结果
UE Character Movement
Write and debug UCharacterMovementComponent code: custom movement modes, floor detection, jumping, crouching, root motion, moving platforms and client prediction.
UE Data Assets & Tables
Model designer-authored game data in Unreal C++: data assets, data tables, curve tables, soft references and asset streaming.
UE Editor Tools
Extend the Unreal Editor from C++: detail customizations, editor utility widgets, menus, editor modes, asset definitions and editor subsystems.
Blender Add-on Development
Write Blender 5.2 add-ons as extensions: manifest, operators and panels, properties, modal tools, bundled wheels and CLI build and publish.
Blender Animation
Animation in Blender 5.2: layered actions, Python keyframing, NLA, mocap retargeting, baking rigs to export skeletons and per-clip export.
Blender Asset QA
Mandatory review gate for any mesh or asset created or edited in Blender.
Blender Character Rigging
Character rigging in Blender 5.2: Rigify, bone layers, IK/FK, robust skinning, correctives and game skeletons for Unity, Unreal and Roblox.
Blender Core
The foundation for agent-driven Blender 5.2+: running bpy live over MCP or headless, context overrides, 5.x API changes and verification.
Blender Export Pipelines
Export from Blender 5.2 with verified presets - Roblox (FBX/glTF, cages, R15, SurfaceAppearance), Unity (FBX, Humanoid), Unreal (FBX skeletal, Nanite, UCX), Godot/web (GLB, meshopt/Draco, WebP), USD.
Blender Facial Shape Keys
Facial rigs in Blender 5.2: ARKit 52 blendshapes, visemes for lip-sync, symmetric splits, correctives and export to game engines.
Blender Game Optimization
Optimize Blender assets for real-time engines: per-platform budgets, LOD chains, decimation, draw-call reduction and texture memory.
Game Design: GDD & Systems
Design systems and mechanics: GDD authorship, gameplay loops, economy balancing and player psychology.
Game Monetization
Design free-to-play economies, battle passes and cosmetic shops with anti-predatory guardrails.
Level Design: Encounters & Pacing
Design layout, pacing, encounter placement and environmental narrative.
Narrative Design
Design branching dialogue, lore architecture and environmental storytelling aligned to the GDD.
Playtesting
Structure playtest sessions and sort responses into UX friction, difficulty calibration and feature signal.