Results for “epic-games”

29 skills
github
game-engine
Build web-based games and game engines using HTML5 Canvas, WebGL, and JavaScript with frameworks like Phaser, Three.js, and Babylon.js.
36.2k · bundle
michaelschecht
economy-design
Design in-game economies including currencies, progression systems, loot tables, monetization, and resource flow. Use when building the economic backbone of a game. Also trigger for "game economy", "loot table", "drop rates", "currency system", "progression design", "monetization strategy", or "reward system".
0
delorenj
bmad-retrospective
Post-epic review to extract lessons and assess success. Use when the user says "run a retrospective" or "lets retro the epic [epic]"
1 · bundle
michaelschecht
game-balancing
Balance game systems including difficulty curves, stat tuning, economy rates, matchmaking fairness, and player power progression. Use when tuning numbers and systems for fair, engaging gameplay. Also trigger for "game balance", "difficulty tuning", "stat balancing", "nerf", "buff", "power curve", or "difficulty curve".
0
jeffallan
game-developer
Build game systems, implement Unity/Unreal Engine features, and optimize game performance with ECS architecture, physics, multiplayer networking, and shader programming.
10.4k · bundle
omer-metin
vfx-realtime
Expert real-time VFX artist specializing in particle systems, shader effects, and the invisible craft that makes games feel satisfying. Masters Niagara, VFX Graph, Godot GPU particles, and understands the AAA principles that make effects read clearly at 60fps. Use when "particle system, visual effects, vfx, particles, niagara, vfx graph, flipbook, sprite sheet, explosion effect, magic effect, trail effect, beam effect, dissolve, distortion, force field, hit effect, muzzle flash, impact effect, smoke particles, fire effect, soft particles, game juice, screen shake, particle overdraw, effect optimization, vfx, particles, effects, niagara, vfx-graph, game-juice, visual-effects, shaders, flipbook, trails, beams, explosions, optimization, gpu-particles" mentioned.
128 · bundle
ichichuang
pokemon-player
Play Pokemon games autonomously via headless emulation. Starts a game server, reads structured game state from RAM, makes strategic decisions, and sends button inputs — all from the terminal.
0 · bundle
michaelschecht
audio-design
Design game audio systems including music, sound effects, ambient soundscapes, adaptive audio, and audio implementation strategy. Use when planning the sonic identity of a game. Also trigger for "game music", "sound effects", "game audio", "soundtrack", "SFX design", "ambient sound", or "adaptive music".
0
kevinpbuckley
gameplay-tags
Create, list, remove, and rename Gameplay Tags with runtime registration (GameplayTagService). Use when the user asks to add or register gameplay tags, list/query existing tags, or rename/remove tags (e.g. Ability.Attack.Melee, State.Stunned).
605 · bundle
jorcan
3d-games
Provides principles for 3D game development, covering rendering pipelines, shaders, physics, cameras, lighting, and LOD optimization.
0 · bundle
q2805187159
pokemon-player
Play Pokemon games autonomously via headless emulation. Starts a game server, reads structured game state from RAM, makes strategic decisions, and sends button inputs — all from the terminal.
3
tinh2
balance-test
Analyzes game balance by extracting stats from code and running mathematical simulations, including DPS tier lists, TTK matrices, EHP comparisons, economy stress tests, progression pacing, and Monte Carlo RNG simulations.
13
michaelschecht
mechanics-design
Design and document core game mechanics, systems interactions, feedback loops, and emergent behavior. Use when defining how the game plays at a systems level. Also trigger for "game mechanics", "gameplay systems", "game loop", "game rules", "combat system", "crafting system", or "progression system".
0
dangquangse
scale-game
Tests approaches at extreme scales (1000x bigger/smaller, instant/year-long) to expose fundamental truths hidden at normal scales.
19
haongo232
pc-games
PC and console game development principles. Engine selection, platform features, optimization strategies.
3
omer-metin
game-design
Building interactive experiences that engage, challenge, and delight playersUse when "game, gamedev, game development, phaser, unity, unreal, godot, gameplay, game loop, sprites, collision, physics, player, level, tilemap, games, gamedev, interactive, gameplay, physics, engines, performance, player-experience" mentioned.
128 · bundle
georgeqle
game-fantasy
Use only for video game projects; define the emotional promise, player fantasy, vibe references, and hook
1 · bundle
dracounion
life-as-game-design
当需要将个人目标或生活挑战转化为结构化、可执行的游戏化系统时
11 · bundle
haongo232
game-design
Game design principles. GDD structure, balancing, player psychology, progression.
3
haongo232
3d-games
3D game development principles. Rendering, shaders, physics, cameras.
3
diegojcn
3d-games
3D game development principles. Rendering, shaders, physics, cameras.
1
a5c-ai
epic-generation
Epic Generation
1.7k · bundle
eryajf
game-engine
Expert skill for building web-based game engines and games using HTML5, Canvas, WebGL, and JavaScript. Use when asked to create games, build game engines, implement game physics, handle collision detection, set up game loops, manage sprites, add game controls, or work with 2D/3D rendering. Covers techniques for platformers, breakout-style games, maze games, tilemaps, audio, multiplayer via WebRTC, and publishing games.
0 · bundle
jorcan
pc-games
Guides engine selection and platform-specific principles for PC and console game development, covering Steam integration, controller support, and performance optimization.
0 · bundle
dracounion
life-as-game-framework
当需要将生活或工作中的复杂情境转化为可管理、可执行的系统时,或当感到迷茫、缺乏动力、陷入社会比较时,调用此模型来重新构建认知和行动框架
11 · bundle
tinh2
game-ai
Analyzes game AI systems in a codebase, covering behavior trees, finite state machines, GOAP, utility AI, pathfinding, steering, perception, difficulty adaptation, NPC dialogue, and AI debugging tools for Unity, Unreal, and Godot projects.
13
haongo232
web-games
Web browser game development principles. Framework selection, WebGPU, optimization, PWA.
3
michaelschecht
multiplayer-design
Design multiplayer systems including networking architecture, matchmaking, social features, anti-cheat, and multiplayer game modes. Use when adding online or local multiplayer to a game. Also trigger for "multiplayer", "online play", "co-op design", "PvP design", "matchmaking", "netcode", or "multiplayer architecture".
0
gabrielmoreira
using-aegis
Routes requests to Aegis skills based on intent, loading relevant skills for debugging, planning, and goal framing while keeping fast-path responses lightweight.
17 · bundle