Game Development
72 skills in Development > Game Development
developing-kcl
Writes, modifies, and debugs KCL (KittyCAD Language) code for parametric 3D CAD modeling. Use when working with .kcl files, code-first CAD, parametric geometry, or when the user mentions KCL, KittyCAD, or zoo CLI tools.
game-analyzer
Analyze TraitorSim game logs, trust matrix evolution, voting patterns, mission outcomes, and emergent social behaviors. Use when examining game results, debugging gameplay issues, analyzing agent strategies, or when asked about game analysis, trust matrices, voting patterns, or emergent behaviors.
bridging-2d-3d-rendering
Bridging 2D canvas and 3D spatial rendering in StickerNest. Use when working with coordinate conversion, parallel DOM/WebGL architecture, widget rendering across modes, Html vs pure 3D decisions, or mode-aware components. Covers spatialCoordinates utilities, SpatialCanvas, SpatialWidgetContainer, and XR session detection.
sfh-mfg
Prepare horn geometries for Digital Sheet Forming (DSF) manufacturing. Use whenanalyzing printability, optimizing wall thickness, generating toolpaths, orproducing G-code. Specializes in support-free metal 3D printing.
parallel-rendering-architecture
Understanding StickerNest's parallel DOM/WebGL rendering architecture. Use when working with the dual renderer system, switching between 2D DOM and 3D WebGL modes, or understanding how desktop and VR/AR rendering coexist. Covers SpatialCanvas, mode switching, and renderer coordination.
skill-creator
Create new Claude Code skills with proper structure, validation, and best practices.Generates skills that follow Anthropic specifications and community patterns.Use when you need custom skills for specific workflows, either globally or per-project.
algorithmic-art
Generate creative coding art using Canvas, SVG, WebGL, and generative algorithms. Use when creating algorithmic art or generative designs.
threedee-parametric
Create and modify 3D parametric models in the threedee design environment. Use when: (1) creating new 3D objects, geometries, or meshes, (2) modifying parameters like dimensions, colors, materials, (3) adding primitives (boxes, spheres, cylinders, torus knots), (4) setting up lighting or camera, (5) exporting models to STL/OBJ/glTF, (6) working with Three.js code in this project. Triggers on requests involving 3D modeling, CAD-like operations, parametric design, or mesh creation.
using-github-search
Use when researching GitHub issues, PRs, and discussions for community solutions and known gotchas - searches via WebSearch with site filters and extracts problem-solution patterns
p5-code-review
Reviews p5.js tower defense game code for architecture patterns, manager responsibilities, performance issues, and code quality. Use when reviewing enemies, towers, managers, renderers, or asking for code review.
wcs-asset-patterns
Defines the 'Composite Asset' problem and the correct data mapping patterns for Wing Commander Saga (WCS) assets. This skill should be used when understanding the relationship between POF 3D models and TBL data files, or when designing asset migration strategies that preserve gameplay functionality.
writing-phaser-3-games
Provides battle-tested patterns, best practices, and code examples for building Phaser 3 games. Use when writing game code, implementing game mechanics, setting up scenes, handling physics, animations, input, or any Phaser-related development. Covers architecture, performance, algorithms, and common pitfalls.