Claude Code Skills·Claude Skills·The open SKILL.md registry for Claude
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General-Purpose Claude Skills (Page 850 of 2118)

Productivity, automation, knowledge management, integrations, AI tooling, and general-purpose skills for Claude Code.

127,060 skills · updated 2026-11-01 · showing 50941–51000 of 127,060 by quality score

Sub-topics:Ai Tooling (5,689)Automation (5,552)Integrations (4,857)Business Ops (3,263)Design Creative (2,331)Orchestration Frameworks (2,178)Agents Skills Meta (2,132)Legal Compliance (1,848)

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将一句话游戏创意扩展为可验证的游戏设计蓝图:从 concept seed、玩家动词、design nucleus options、动作-目标对齐、assumption ledger、玩家承诺、核心循环、scope gate 到 validation plan。适用于真实项目、私有项目、客户项目、公开案例或 synthetic cases;仓库示例发布规则由…
Use to generate, evaluate, and refine pitch-quality game concepts — theme × mechanic × audience combinations expressed as one-pagers.
Builds Godot 4.3+ dedicated servers: headless export, dedicated_server feature tag, lobby/match state machines, CLI config, Linux/systemd deploy.
Game design principles. GDD structure, balancing, player psychology, progression. — from ThaiQuangSon031108FSDev/AlgoSphere-Enterprise
Game design principles. GDD structure, balancing, player psychology, progression. — from bg-szy/TOP-SKILLS
Deep game design health assessment across five dimensions: review core loop and progression systems, analyze in-game economy for inflation and sink/source balance, mathematically…
Game design principles. GDD structure, balancing, player psychology, progression. — from general/design-creative
Use when translating, polishing, structuring, or QA-checking English game design, game development, system design, UX, game studies, design theory books, chapters, PDFs, OCR text,…
Use when designing core game loops, feedback systems, player motivation models, MDA framework analysis, progression curves, difficulty tuning, reward schedules, or any…
Route source-backed game design work. Use for gameplay systems, core loops, progression, rewards, economies, balance, motivation, retention, onboarding, difficulty, multiplayer,…
Auto-learns your design instincts. Adapts to how you think about mechanics, player experience, and what makes games meaningful.
Analyze game design documents and implementations for core gameplay loop clarity and depth, XP leveling curves and unlock pacing, difficulty curve spikes and plateaus, skill tree…
Comprehensive game design theory covering MDA framework, player psychology, balance principles, and progression systems. Master why games are fun.
Use when designing game feel, player feedback systems, or when creating animations that enhance gameplay and player satisfaction.
Best practices for integrating game development frameworks and engines into projects
Expert in interactive entertainment, creating immersive experiences with Unity, Unreal Engine, and Godot.
Use when designing virtual economies, currencies, sink/faucet balance, loot tables, crafting systems, shops, or inflation control.
Design or audit one complete game economy artifact for mobile, PC, console, web, casual, premium, or live-service games: currencies, inventory, sources/sinks, progression pacing,…
Use when analyzing game screenshots, local gameplay recordings, trailers/PVs, paid creatives, store pages, or video links into Chinese evidence-linked diagnosis reports with…
ゲームの「面白さ」を再現可能な構造として言語化するスキル。 以下の場面で使用: (1)新規ゲーム設計時に体験コアを定義する (2)既存ゲームの面白さを構造的に分析する (3)「ゲームの面白さを言語化したい」「体験を設計したい」と言われた時。 判断・行動・学習ループを中心に、リソース設計と失敗設計を含む包括的な体験定義書を生成する。
Manage and redeem game gift codes. Remembers which codes have been tried (success or error) so only new/untried codes are submitted.
Architects Godot 4 local multiplayer party games: MinigameData .tres resources, PartyManager scoring, 2-4 player input mapping, 1v3 asymmetric balance, threaded minigame…
Architects Godot 4 romance and dating-sim loops: multi-axis affection (attraction/trust/comfort), signal-driven TimeManager, date events, and route branching.
Godot 4 FPS/TPS gunplay blueprint covering WeaponData resources, recoil and bloom, hitscan vs projectile, aim assist, client prediction, and hit registration.
Implements Godot 4.2+ management-sim and tycoon loops: tick-decoupled clocks, multi-resource economies, workers and facilities, demand, unlocks, and AStarGrid2D logistics.
Use for games and real-time graphics — frame budgets, profiling, engines, GPU APIs, netcode.
Implements Godot 4.3+ screen-space HUDs on CanvasLayer: health bars, score, minimap, damage numbers, toasts, and interaction prompts.
Import and standardize game design documents from any format (PDF, Notion export, Google Doc, chat logs, verbal description) into the gstack-game standard markdown structure at…
Build input systems with action mapping, buffering, dead zones, and rebinding that feel responsive and fair.
Track live NFL, NBA, NHL, or MLB games and automatically change Hue light colors based on which team is leading.
Adds or updates a single world lore entry (faction, location, NPC, or event) — validates against existing lore for consistency, applies the right template, and updates…
Use when making game A show game B's characters, models or effects inside A (a mashup, cross-engine character swap, or companion renderer drawn over a host game), or when a…
Design tabletop and mobile game mechanics with structural rigor. Reference when creating core loops, balancing risk and reward, designing economic systems, building network/map…
Designs engaging gameplay loops, economies, and progression systems, balancing challenge and reward for interactive experiences.
Mobile game design patterns — session design, retention mechanics, notification strategy, portrait/landscape, battery/thermal constraints, FTUE
Wires mobile games to App Store and Google Play: StoreKit 2 / Play Billing with server-side receipt validation, AdMob/LevelPlay/MAX mediation, and Game Center / Play Games…
Modding any game other than Skyrim - Cyberpunk 2077, Baldur's Gate 3, Factorio, Terraria, Arma 3, DayZ, Project Zomboid, Garry's Mod, No Man's Sky, Witcher 3, Bannerlord, Space…
Track your Claude Code feature usage, earn levels, and see your stats. Gamified learning mode.
Designs free-to-play economies, battle passes and cosmetic shops with anti-predatory guardrails. Use when planning monetisation, pricing virtual goods, or reviewing a store for…
Use for multiplayer netcode — server authority, prediction, rollback, interpolation.
Plan a game night that actually works for the specific people coming — the right lineup for player count, weight tolerance, and time, sequenced from icebreaker to main event, with…
Nutze diesen Skill für Phaser Game-Object-Komponenten wie Transform, Alpha, BlendMode, Depth, Origin, ScrollFactor, Tint, Data und Visibility.
Zero-GC game patterns with JEngine using modern C# 9+. Triggers on: game loop, spawn system, wave spawner, cooldown, ability timer, damage over time, DoT, health regen, bullet…
Optimize game code for per-frame performance and GC pressure. Use PROACTIVELY when editing game loops, update functions, render code, or any code that runs every frame.
Transform idea or brainstorm output into a prioritized game feature backlog. Use with /game-plan after /thinking-concept or /thinking-brainstorm for game project planning.
Run browser-game playtests and frontend QA. Use when the user asks for smoke tests, screenshot-based verification, browser automation, HUD or overlay review, or structure — from…
Select and operate Apple Game Porting Toolkit 3 or 4 for bringing an existing Windows game or engine to Apple platforms.
Designs a single quest end-to-end — coherence check, objective tree, quest brief, and registry entry. Extract the quest name from the user's message.
Figure out how a specific installed game can be modded, before writing any mod code. Covers where it's installed, the engine and version, managed vs native code, anti-cheat,…
Offer 2-5 context-specific clickable reply buttons in the JHT game chat when they genuinely make the user's next decision easier.
Use when modifying game phases, turn logic, activation system, combat resolution, scoring, or AI behavior in the warhex project
Use when working with candidate scoring, confidence calculation, softmax aggregation, or guess decision logic.
Knowledge on how to access and use various data sources for identifying games and acquiring various media and metadata relating to those games.
Game release workflow. Build, test, changelog, PR, platform submission. Supports Steam, App Store, Google Play, Web, and custom pipelines.
Coordinate multiple game-development skills and produce outcome-first briefs, plans, reviews, and validation flows.
Design, implement, debug, and review player social interaction systems for games. Use when Codex is asked about chat, voice, friends, parties, lobbies, guilds, clans, presence,…
Design or audit a game soft-launch learning and exposure program across regions, cohorts, acquisition sources, FTUE, core/meta loops, retention, economy, IAP/IAA, live events,…
Analyze strategic situations through a game-theoretic lens. Use when the user describes a competitive, cooperative, or mixed-motive scenario and needs it formalized as a game,…
Design, generate, implement, debug, and review game sound effects and interactive audio. Use when Codex is asked about SFX, Foley, ambience, UI sounds, combat sounds, creature…
Design, generate, animate, export, and review game-ready 2D sprites and sprite pipelines. Use when Codex is asked about pixel art, 2D character sprites, enemy sprites, sprite…
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