目录
给你的 Agent 装上游戏开发技能
精选 230 个 skills、MCP Servers 和 Starter Kits,可按引擎、任务或你用的 Agent 筛选。
共 45 条结果
Pixel Diorama Game (tiny isometric pixel games with seamless ambience)
A GameSkill original for making a small browser game as an isometric pixel diorama: one place floating on white, a fixed 30-degree camera, a 360x280 canvas scaled by whole pixels, hue-shifted shading, long hard shadows and one physical action, plus rain, ripples, smoke, embers and lamp flicker drawn by code in loops that wrap without a seam. Ships the Pixel Plays renderer (MIT), our ambience kit and a tested example game.
pixelwright
Three agent skills and a numpy + Pillow CLI that turn AI renders into true pixel art (grid snap, palette lock, cleanup, tiles) and animate stills in code inside masks, with gates that prove every result.
Procedural Low-Poly Buildings (kit, validator, views)
A GameSkill original: build stylised low-poly buildings in code from a small spec, then prove them: plot and height limits, a triangle budget per tier, closed outward meshes, supported parts, level roofs and side-only taper measured from silhouettes, plus front, side, top and 3/4 renders checked against the geometry.
roblox-dev-kit
Four agent skills and a Claude Code plugin for Roblox games: a professional Rojo/Luau toolchain, an environment doctor, Blender-to-Roblox export with Open Cloud upload, and license-checked free asset search.
Style Cards (one art style as hard limits, switch looks by switching cards)
A GameSkill original that writes a game's art style down as a card of measurable limits (canvas, colours and palette, alpha, triangles, shading, materials, textures, voxel grid), pastes it into every asset request and checks every asset against it. Ships 12 cards from pixel and one-bit to low-poly, voxel and toon, a no-dependency PNG checker, a Blender GLB checker and a palette locker; switch the whole look by switching the card.
Team Combat (Claude Code Game Studios)
Orchestrate the combat team — game-designer, gameplay-programmer, ai-programmer, technical-artist, sound-designer, qa-tester — design through implement and validate.
Godot TileMap
Tile-based 2D levels in Godot 4.7 with TileMapLayer: collision and navigation on tiles, terrain autotiling and editing cells from code.
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.
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.
Aseprite Animate
Build an idle, walk, run or attack cycle from key poses, set timing that reads as motion rather than a metronome, tag it, and review it as a filmstrip.
Aseprite Concept
Before drawing something new, write an art spec and an image prompt, then import the reference art panel by panel so the pixels follow a decided design.
Aseprite Draw
Draw a sprite from silhouette to finished pixels, in the order that catches mistakes while they are still cheap — block in, check the silhouette, shade, outline, verify.
Aseprite Export
Produce the files an engine actually consumes — spritesheets with atlases, GIFs, scaled PNGs — with the tags and layout the target needs.
Aseprite Fix
Change a sprite that already exists — the user's own work or your earlier output — without destroying what is already right.
Aseprite Pixel Art Brief
Turn a vague pixel-art request into a written brief — size, palette, view, light, outline style — and confirm it with the user before any pixel is drawn.
UE AI & Navigation
Unreal Engine C++ AI: AI controllers, behavior tree nodes, blackboards, AI perception, navmesh pathfinding, EQS and Smart Objects.
UE C++ Foundations
Unreal Engine C++ reflection and core types: UCLASS, UPROPERTY and UFUNCTION, smart pointers, containers, delegates, subsystems and garbage collection.
Blender Game Optimization
Optimize Blender assets for real-time engines: per-platform budgets, LOD chains, decimation, draw-call reduction and texture memory.