Turns Claude Code into a full game studio: 49 agents in a director/lead/specialist hierarchy, 73 workflow skills (/start to /launch-checklist), 12 hooks, 41 templates, with dedicated agent sets for Godot 4, Unity (DOTS/ECS) and Unreal 5 (GAS).
56 curated skills in the Games & 3D category, from official Anthropic skills to community collections and marketplace picks. Free, with the source and install command for each.
Turns Claude Code into a full game studio: 49 agents in a director/lead/specialist hierarchy, 73 workflow skills (/start to /launch-checklist), 12 hooks, 41 templates, with dedicated agent sets for Godot 4, Unity (DOTS/ECS) and Unreal 5 (GAS).
AI-assisted Unity debugging with structured logging, runtime commands, and variable watching.
Replace primitive 3D shapes with real GLB models : animated characters, world props, buildings, and scenery for Three.js games. Use when the user says "add 3D models", "replace the boxes with real models", "add GLB assets", or "make the 3D game look real". For
Replace geometric shapes with pixel art sprites : recognizable characters, enemies, and items with optional animation. Use when the user says "add sprites", "replace the shapes with real art", "add pixel art", "make the characters look real", or "add game asse
Add music and sound effects to a game using the Web Audio API : background music, gameplay themes, and SFX. Zero dependencies. Use when the user says "add music", "add sound effects", "add audio", "make it sound good", "add BGM", or "add SFX to my game". Do NO
Add a new gameplay feature to an existing browser game following its architecture patterns. Use when the user says "add a feature", "add double-jump", "add a power-up", "add a leaderboard", or describes a specific game mechanic to implement. Do NOT use for vis
Add real-time or turn-based multiplayer to an existing browser game using PartyKit (Cloudflare Durable Objects). Scaffolds a room-based server, a NetworkManager client, EventBus events, GameState fields, Constants, and extends render_game_to_text(). Use when t
Audit and improve the visual design, polish, and player experience of an existing game. Use when the user says "make my game look better", "improve the design", "add polish", "add juice", "add particles", "fix the UI", or "make it more visually appealing". Do
3D asset engineer that finds, downloads, and integrates GLB/GLTF models into Three.js browser games. Use when a 3D game needs real models instead of primitive BoxGeometry/SphereGeometry shapes.
Game architecture patterns and best practices for browser games. Use when designing game systems, planning architecture, structuring a game project, or making architectural decisions about game code.
Game asset engineer that creates pixel art sprites, animated characters, and visual entities for browser games. Use when a game needs better character art, enemy sprites, item visuals, or any upgrade from basic geometric shapes to recognizable pixel art.
Game audio engineer using Web Audio API for procedural music and sound effects in browser games. Zero dependencies. Use when adding music or SFX to a game.
Deploy browser games to here.now (default), GitHub Pages, or other hosting. Use when deploying a game, setting up hosting, or publishing a game build. Do NOT use for local development servers (use npm run dev).
Game UI/UX designer that analyzes and improves the visual polish, atmosphere, and player experience of browser games. Use when a game needs visual improvements, better backgrounds, particles, animations, screen transitions, juice/feel, or overall aesthetic upg
Game QA testing with Playwright : visual regression, gameplay verification, performance, and accessibility for browser games. Use when writing or running game tests, debugging test failures, or building QA infrastructure. This is the reference skill : use qa-g
Analyze a game, find what needs work, and implement the highest-impact improvements. Use when the user says "improve my game", "make my game better", "fix my game", "what's wrong with my game", or "polish my game". Run repeatedly : each pass finds the next mos
Use when the user wants to design, scaffold, build, or iterate on a video game : including brainstorming new game ideas, planning a gameplay loop, choosing an engine, scaffolding a project, adding features, fixing gameplay bugs, or working on assets. Triggers
Generate custom 3D models from text or images using Meshy AI, then auto-rig and animate them for Three.js games. The preferred source for all 3D game assets. Use when the user says "generate a 3D model", "create a character model", "use Meshy", or needs a cust
Register your game on Play.fun (OpenGameProtocol), add the browser SDK, and get a monetized play.fun URL. Use when the user says "monetize my game", "add Play.fun", "add rewards", "register on Play.fun", or "get a play.fun URL". Requires Play.fun MCP server fo
> Build 2D browser games with Phaser 3 using scene-based architecture and centralized state. Use when creating a new 2D game, adding 2D game features, working with Phaser, or building sprite-based web games.
Use this skill first for ANY PixiJS v8 task; it routes to the right specialized skill for the job. Covers the full PixiJS surface: Application setup, the scene graph (Container, Sprite, Graphics, Text, Mesh, ParticleContainer, DOMContainer, GifSprite), renderi
Use this skill when adding screen reader and keyboard navigation to PixiJS v8 apps. Covers AccessibilitySystem options (enabledByDefault, debug, activateOnTab, deactivateOnMouseMove), per-container accessibility properties, shadow DOM overlay, mobile touch-hoo
Use this skill when creating and configuring a PixiJS v8 Application. Covers new Application() + async app.init() options (width, height, background, antialias, resolution, autoDensity, preference, resizeTo, autoStart, sharedTicker, canvas, useBackBuffer, powe
Use this skill when loading and managing resources in PixiJS v8. Covers Assets.init, Assets.load/add/unload, bundles, manifests, background loading, onProgress, caching, spritesheets, video textures, web fonts, bitmap fonts, animated GIFs, compressed textures,
Use this skill when compositing display objects with blend modes in PixiJS v8. Covers standard modes (normal, add, multiply, screen, erase, min, max), advanced modes via pixi.js/advanced-blend-modes (color-burn, overlay, hard-light, etc.), batch-friendly order
Use this skill when creating, converting, or manipulating colors in PixiJS v8. Covers Color class input formats (hex, CSS names, RGB/HSL objects, arrays, Uint8Array), conversion methods (toHex, toNumber, toArray, toRgba), component access, setAlpha/multiply/pr
Use this skill when understanding how PixiJS v8 renders frames: the systems-and-pipes renderer, the render loop, and how the library adapts to different environments. Covers WebGLRenderer/WebGPURenderer/CanvasRenderer selection, renderer.render() pipeline, env
Use this skill when scaffolding a new PixiJS v8 project with the create-pixi CLI or adding PixiJS to an existing project. Covers npm/yarn/pnpm/bun create commands, interactive vs non-interactive flows, bundler vs creation template categories, available templat
Use this skill when writing custom shaders, uniforms, filters, or batchers in PixiJS v8. Covers Shader.from({gl, gpu, resources}), GlProgram/GpuProgram, UniformGroup with typed uniforms (f32, vec2, mat4x4), UBO mode, textures as resources, custom Filter via Fi
Use this skill when running PixiJS v8 outside a standard browser: Web Workers, OffscreenCanvas, Node/SSR, or CSP-restricted contexts. Covers DOMAdapter.set, BrowserAdapter, WebWorkerAdapter, custom Adapter interface, pixi.js/unsafe-eval for strict CSP. Trigger
Use this skill when handling pointer, mouse, touch, or wheel input in PixiJS v8. Covers eventMode (none, passive, auto, static, dynamic), FederatedEvent types, propagation and capture phase, hitArea, interactiveChildren, cursor and cursorStyles, global move ev
Use this skill when applying visual effects to PixiJS v8 containers via the filter pipeline. Covers built-in filters (AlphaFilter, BlurFilter, ColorMatrixFilter, DisplacementFilter, NoiseFilter), custom Filter.from() with GLSL/WGSL, options (resolution, paddin
Use this skill when rendering live HTML/DOM elements (or frozen snapshots of them) as PixiJS v8 textures via the EXPERIMENTAL HTML-in-Canvas browser APIs. Covers the pixi.js/html-source side-effect import, feature-detection with canvas.requestPaint, HTMLSource
Use this skill when working with coordinates, vectors, matrices, shapes, hit testing, or layout rectangles in PixiJS v8. Covers Point/ObservablePoint, Matrix (2D affine, decompose, apply, applyInverse), shapes (Rectangle, Circle, Ellipse, Polygon, RoundedRecta
Use this skill when upgrading to PixiJS v8 from v7 or diagnosing broken v7 code after an upgrade. Covers async app.init, single pixi.js package (deprecated @pixi/* sub-packages), Graphics shape-then-fill, BaseTexture → TextureSource, shader/uniform rework, Par
Use this skill when profiling or optimizing a PixiJS v8 app for FPS, draw calls, or GPU memory. Covers destroy patterns (cacheAsTexture(false), releaseGlobalResources), GCSystem and TextureGCSystem, PrepareSystem, object pooling, batching rules, BitmapText for
Use this skill when grouping, positioning, or transforming display objects in PixiJS v8. Covers Container constructor options (isRenderGroup, sortableChildren, boundsArea), addChild/removeChild/addChildAt/swapChildren/setChildIndex, position/scale/rotation/piv
Use this skill when reasoning about the PixiJS v8 scene graph as a whole: how containers, leaves, transforms, and render order fit together. Covers leaf vs container distinction, local/world coordinates, culling, render groups, sortable children, masking, Rend
Use this skill when overlaying HTML elements on the PixiJS v8 canvas. Covers DOMContainer with element, anchor, and scene-graph-driven CSS transforms, the pixi.js/dom side-effect import, DOMPipe registration, visibility sync, pointer-events handling. Triggers
Use this skill when displaying animated GIFs in PixiJS v8. Covers the pixi.js/gif side-effect import, Assets.load returning a GifSource, GifSprite playback (play/stop/currentFrame/animationSpeed), autoPlay/loop options, onComplete/onLoop/onFrameChange callback
Use this skill when drawing vector shapes and paths in PixiJS v8. Covers the Graphics API: shape-then-fill methods (rect/circle/ellipse/poly/roundRect/star/regularPoly/roundPoly/roundShape/filletRect/chamferRect), path methods (moveTo/lineTo/bezierCurveTo/quad
Use this skill when rendering custom geometry in PixiJS v8. Covers Mesh with MeshGeometry (positions, uvs, indices, topology), MeshSimple for per-frame vertex animation, MeshPlane for subdivided deformation, MeshRope for path-following textures, PerspectiveMes
Use this skill when rendering thousands of lightweight sprites in PixiJS v8. Covers ParticleContainer with Particle instances, addParticle/removeParticle, particleChildren array, dynamicProperties (vertex, position, rotation, uvs, color), boundsArea, roundPixe
Use this skill when drawing images in PixiJS v8. Covers Sprite with anchor/tint/texture, AnimatedSprite for frame animation, NineSliceSprite for resizable UI panels, TilingSprite for scrolling/repeating backgrounds. Triggers on: Sprite, AnimatedSprite, NineSli
Use this skill when rendering text in PixiJS v8. Covers Text for canvas-quality styled labels, BitmapText for cheap per-frame updates via glyph atlas, HTMLText for HTML/CSS markup via SVG, SplitText and SplitBitmapText for per-character animation, TextStyle, t
Use this skill when running per-frame logic or controlling the PixiJS v8 render loop. Covers Ticker.add/addOnce/remove, deltaTime vs deltaMS vs elapsedMS, UPDATE_PRIORITY ordering, maxFPS/minFPS capping, speed scaling, Ticker.shared vs new instances, per-objec
Add Playwright QA tests to a game : visual regression, gameplay verification, and performance. Use when the user says "add tests", "test my game", "add QA", "check for bugs", or "add visual regression tests". Do NOT use for manual playtesting or gameplay desig
Rapidly scaffold and implement a playable game : no assets, design, audio, deploy, or monetize. Get something on screen fast. Use when the user says "quick game", "fast prototype", "just get something playable", or wants a game without the full pipeline. For t
Generate true pixel art sprites, tilesets, and animations with the Retro Diffusion API : the best dedicated pixel art model. Use when the user says "generate pixel art", "make a sprite with AI", "use Retro Diffusion", "rdpk", or wants high-quality pixel art fa
Review an existing game codebase for architecture, performance, and best practices. Use when the user says "review my game", "code review", "check my game architecture", "is my game well structured", or "audit my game code". Do NOT use for making changes : thi
Build 3D browser games with Three.js using event-driven modular architecture. Use when creating a new 3D game, adding 3D game features, setting up Three.js scenes, or working on any Three.js game project.
Three.js performance optimization patterns for draw calls, scene traversal, and instancing. Use when optimizing 3D scenes with 100+ repeated objects, thousands of moving entities, or draw calls above 500. Loaded by threejs-game, viral-game, and make-game for p
Build Unity games with optimized C# scripts, efficient rendering, and proper asset management. Masters Unity 6 LTS, URP/HDRP pipelines, and cross-platform deployment. Handles gameplay systems, UI implementation, and platform optimization. Use PROACTIVELY for U
Orchestrate Unity Editor via MCP (Model Context Protocol) tools and resources. Use when working with Unity projects through MCP for Unity - creating/modifying GameObjects, editing scripts, managing scenes, running tests, or any Unity Editor automation. Provide
One-shot viral game pipeline : turn a tweet, news story, or short prompt into a scaffolded, designed, deployed, and monetized browser game in roughly 10 minutes. Use when the user says "make a viral game", "build a game from this tweet", "turn this story into
Generate photorealistic 3D worlds and environments with the World Labs Marble API : Gaussian Splat scenes from text prompts or reference images. Use when the user says "generate a 3D world", "create an environment", "make a 3D scene", or "use World Labs". Requ
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