Gameplay scripting, engine workflows (Unity, Unreal, Godot), shader help, and asset-pipeline automation. Skills for the engineers building interactive worlds.
Related searches: claude code skills for game developers, AI game development skills, claude Unity skills, claude code gamedev skills.
Plan, implement, debug, and review real-time 3D game development work. Use when Codex is asked to build or improve 3D gameplay, cameras, controllers, physics interactions, animation integration, spati
science
Game development task router across Unity, Unreal Engine, Godot, Blender, and Roblox Studio. Use when the user asks about game design, level design, shaders, multiplayer networking (NGO / GAS / replic
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Use when authoring and optimizing 3D game assets in Blender for export to a game engine — clean topology and retopo, UV unwrapping, baking high-to-low normal/AO maps, scale/orientation and apply-trans
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Développement de jeux avec Unity et C#. Se déclenche avec "Unity", "game development", "jeu vidéo", "C# Unity", "GameObject", "ScriptableObject", "2D game", "3D game", "U — from content/content-misc
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Plan, create, optimize, import, export, and review game-ready 3D assets. Use when Codex is asked to work on props, environment pieces, modular kits, materials, textures, LODs, collision, pivots, scale
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Directs the pre-production vision layer of a game: player personas, market positioning, feeling-led pillars, volume ideation, cheapest-prototype choice, toy tests, level pitches, and a style bible, th
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Master game engines - Unity, Unreal Engine, Godot. Engine-specific workflows, systems architecture, and production best practices.
engineering
Analyze game code for performance bottlenecks including draw call batching and overdraw, shader complexity and LOD strategy, per-frame GC allocation pressure, object pooling gaps, physics timestep and
science
Use when a game drops frames, stutters, or must hit a frame budget — engine-agnostic profiling and optimization: CPU-vs-GPU bottleneck diagnosis, millisecond frame budgets, draw-call batching/instanci
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Use when building games in Unreal Engine 5.x — C++ gameplay code, Blueprints, the Gameplay Framework (GameMode/Pawn/Character/PlayerController), Gameplay Ability System (GAS), Nanite/Lumen rendering,
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Audit game user experience across HUD clarity, menu navigation, tutorial effectiveness, control responsiveness, camera systems, feedback loops, loading screens, and settings completeness. Detects game
engineering
Export sprites to PNG, GIF, or spritesheet formats with JSON metadata for game engines. Use when the user wants to "export", "save", "output", "render", "generate", "create file", mentions file format
general
Développement de jeux avec Unity et C#. Se déclenche avec "Unity", "game development", "jeu vidéo", "C# Unity", "GameObject", "ScriptableObject", "2D game", "3D game", "U — from content/content-misc
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Ecossistema COMPLETO de desenvolvimento de jogos Unity 3D em Linux (referência: Arch/CachyOS). É o ROUTER da suíte: instala Unity Hub e Editor, resolve licença, cria projetos novos JÁ com TDD/PlayMode
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Covers UE5.3–5.5 on Windows: C++ modules, Blueprints vs C++, Gameplay Framework/GAS intro, Enhanced Input, Nanite/Lumen, packaging, and Unreal Insights. Use when the task involves UE5, UObject, GameMo
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Invoke when the user works with Unreal Engine 5 or asks about C++/Blueprints, GAS, replication, Nanite, Lumen, CommonUI, Enhanced Input, or World Partition. Triggers on: "Unreal", "UE5", "Blueprint",
engineering
GodoMaster — Godot 4.x game development intelligence: GDScript, nodes/scenes, 2D/3D rendering, physics, animation, UI, audio, input, shaders, networking, performance, export, file I/O, testing, locali
science
Phaser 3 2D game dev: scenes, physics, tilemaps, sprites, polish.
science
End-to-end PBR material authoring in Blender. Principled BSDF setup with physically valid parameters, texture map import with correct color spaces, normal-map chain, baking (high-to-low, Selected-to-A
engineering
Expert in real-time game animation systems including skeletal animation, blend trees, state machines, inverse kinematics, root motion, procedural animation, and animation retargeting. Specializes in c
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Evaluating a dev job, studio, or employer? Before taking it, screen who the work actually serves — is it military/defense behind civilian language, and is the buyer one your red line rules out? Runs c
sales
Selects game engines and frameworks by platform, genre, and architecture (full canvas shell vs hybrid DOM shell + guest viewport). Covers Phaser, PixiJS, Kaplay, Canvas/WebGL, Three.js, Babylon.js, Go
engineering
Audit game projects for accessibility across visual (colorblind modes, contrast, font scaling, photosensitivity), audio (subtitles, captions, visual sound indicators, mono audio), motor (remappable co
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Analyze game AI systems including behavior trees, finite state machines, GOAP planning, utility AI scoring, A-star and NavMesh pathfinding, steering and flocking behaviors, perception and awareness mo
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Design, storyboard, implement, render, and review game cutscenes, intro videos, cinematics, trailers, and in-engine camera sequences. Use when Codex is asked about storyboards, animatics, shot lists,
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Review game code architecture for component coupling, ECS vs OOP design, update loop organization (deltaTime, fixed timestep, frame budget), state machine quality (boolean soup, string states), save/l
engineering
Use when implementing physics simulation math from scratch instead of a built-in engine — SAT, GJK/EPA collision detection, impulse-based and constraint (Gauss-Seidel/PBD) resolution, numerical integr
science
Expert in interactive entertainment, creating immersive experiences with Unity, Unreal Engine, and Godot.
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Integrates FMOD Studio or Audiokinetic Wwise: named events, parameters/RTPCs, banks, buses/snapshots/ducking, adaptive music, 3D spatialization, and Unreal/Unity/Godot plugins. Use when wiring FMOD, W
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Godot 4 FPS/TPS gunplay blueprint covering WeaponData resources, recoil and bloom, hitscan vs projectile, aim assist, client prediction, and hit registration. Use when building competitive shooters, b
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