Generate game assets, locally and free by default with godogen_assets: images and transparent PNGs (Qwen-Image), textured GLB models (TRELLIS.2), rigged humanoids with generated moves and lip-synced…
AI agents, skills & tools for games
236 listings that mention games work, ranked on usage.
Deep Interactive courses. Plans the course so the learner manipulates something on most pages — simulations, diagrams they explore, code they run, games, 3D scenes — with slides reserved for the…
You made a game. gg. Turns a web game into a short trailer played live in its own engine: Claude writes the film, opens it in a studio for you to tweak, and exports the mp4 with its music, poster…
Find balance outliers, broken progressions, degenerate strategies, economy imbalances in formulas and data. 'Check game balance'.
Guides the user through finding and choosing a game concept. Use when the user wants game ideas, a new concept, a game jam idea, or to explore other directions, including dropping the current idea…
Game-side worker for a modding project, run by mod-orchestrator. It is the only agent that touches the running game. It builds and deploys the mod, launches the game, probes and measures in the real…
Offline worker for a modding project, run by mod-orchestrator. It never touches the running game. It studies references (the game's SDK and data files, object dumps, decompiled code, community mods,…
Supervisor for a game-modding project. Use to start or continue a mod for any game. It plans the work, runs one game worker (mod-game-worker) and one offline worker (mod-offline-worker), answers…
Control Unreal Engine to browse assets, import content, and manage levels and sequences. Automate…
Capability-based multi-tool matrix for game development: engine, 3D/2D/audio assets,
Use this skill when working with Phaser 4 utility functions, actions, alignment, grid layout, or batch operations on game objects. Triggers on: align, grid layout, actions, set operations on groups…
Use this skill when adding audio or sound to a Phaser 4 game. Covers loading audio, playing sounds, music, volume, spatial audio, Web Audio API, and SoundManager. Triggers on: sound, audio, music,…
Use this skill when using the Phaser 4 DataManager to store custom key-value data on game objects, listen for data change events, or manage game state. Triggers on: setData, getData, data events,…
Use this skill when working with the Phaser 4 event system. Covers EventEmitter, scene events, game events, custom events, and event-driven communication. Triggers on: events, on, emit,…
Use this skill when working with Phaser 4 game object components and the mixin system. Covers Transform, Alpha, Tint, Origin, Depth, Flip, Mask, GetBounds, Lighting, and other shared component…
Use this skill when creating a new Phaser 4 game instance or configuring GameConfig options. Covers renderer selection, canvas setup, scaling, pixel art, FPS settings, boot sequence, and all config…
Designs chaos experiments, creates failure injection frameworks, and facilitates game day exercises for distributed systems — producing runbooks, experiment manifests, rollback procedures, and…
Implements game AI — behavior trees, state machines, pathfinding, perception, decision-making, NPC and enemy behavior, AI debugging.
Highest creative authority — vision, tone, aesthetic direction. Use when a decision affects game identity or department leads deadlock.
Mechanical and systems design — core loops, progression, combat, economy, player-facing rules. Mechanics-level questions.
Godot 4 C# quality — .NET patterns, attribute-based exports, signal delegates, async patterns, type-safe node access.
Native code integration with Godot — GDExtension API, godot-cpp and godot-rust bindings, custom node types, the native boundary.
GDScript code quality — static typing enforcement, signal architecture, coroutine patterns, GDScript idioms, typed and performant.
Godot rendering customization — shading language, visual shaders, material setup, particle shaders, post-processing.
Authority on Godot-specific patterns and APIs — node/scene architecture, signals, resources; guides GDScript vs C# vs GDExtension.
Post-launch content — seasonal events, battle passes, content cadence, retention, engagement analytics. Keeps the game fresh.
Premium brand-kit image generation skill for creating high-end brand-guidelines boards, logo systems, identity decks, and visual-world presentations. Trained for minimalist, cinematic, editorial,…
Adapt existing Android video streaming apps, games, and web browsers
Use when Codex is building or iterating on a web game (HTML/JS) and needs a reliable development + testing loop: implement small changes, run a Playwright-based test script with short input bursts…
Explicit-only last resort. Draws game art from code, with no image model - pixel sprites from a PixelSpec, flat vector props, UI and icons from portable SVG, rigged characters with planted feet, FX…
Plan and build 2D game maps and scenes - top-down and side-scrolling levels, tilemaps, prop packs, parallax backgrounds and HD-2D battle or story plates - with collision, navigation and reachability…
Make game-ready 2D characters, creatures, props, icons and FX as master stills, sprite sheets or animation clips. Plan size, motion and finish; generate the art (image generation is the default,…
Use the RPGJS Studio HTTP API to create or manage a 2D RPG game. Trigger this skill when Codex needs to CRUD maps, map events, database records, media assets, or general project settings in RPGJS…
Manage, inspect, install, and implement work in an internal RPGJS v5 game project. Use when Codex needs to work on a codebase that should be an RPGJS v5 project, especially for gameplay features,…
Agentic skills framework for Godot 4.x game development — 41 domain-specific skills that give AI coding agents deep expertise in GDScript and C#. Covers the full development lifecycle: project…
Databricks specifics for Atlas: the extended binary and login, connection URLs and scope (catalog vs schema), the dev catalog (no Docker), Delta table properties, managed and external tables,…
Turn generated or hand-made art into exactly what a game engine loads. Covers sprite cutout, trim and nearest-neighbour fitting to frame sizes, pixelation to a palette, sprite sheets and strips,…
Generate game assets with fal (fal.ai) through the fal MCP server, the `um fal` CLI (REST) or `fal api`. Covers sprites and icons with transparent backgrounds, consistent variants and animation…
Launch, see and drive a real game so an agent can test its own mods. Covers launching via Steam or the exe, windowed mode at a fixed size, screenshots of the game window (GPU-safe capture), clicking…
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, loaders already present,…
Research a game, engine or modding technique on the open web with archive-aware, rate-limit-safe searches — Wayback Machine/archive.today for dead forums (XeNTaX, Zenhax, old threads), GitHub…
Build cross-game mashups and total conversions, the "Minecraft inside Elden Ring" or "skateboarding in MW2" kind. Covers passthrough mods (two games running at once and exchanging state, rendering…
Mod a PC game the user owns, taking an idea to working in the real game and recorded. It covers new items, weapons, enemies, bosses, units, civilizations, mechanics, art, sound, VR and cross-game…
Port an existing mod to a newer game version or another mod loader while keeping its behaviour, values and quirks. Typical cases are an old Forge 1.7.10 or 1.12 Minecraft mod moving to modern Fabric…
Package and release a finished game mod. Covers the pre-release lint (no game files, decompiled code or leaked keys), README and install steps, credits and AI disclosure, versioning, where to upload…
Read how a game actually works so a mod can hook it. Decompile .NET/Mono (ILSpy), IL2CPP (Cpp2IL, Il2CppDumper), Java (Vineflower) and native code (Ghidra, IDA, via MCP servers); dump data and asset…
Use this skill when writing melonJS code that may be based on pre-20.x knowledge, when migrating a game from melonJS 19.x or earlier, or when an API you expected does not exist. Covers the mandatory…
Use this skill when packaging, shipping or scaffolding a melonJS game — starting a project with create-melonjs, building for the web, wrapping as a native app with Capacitor or Cordova, publishing…
Use this skill when a melonJS game looks blurry, soft, shimmering or cropped, or when choosing how the canvas fills its page. Covers the design resolution, scale and scaleMethod, scaleTarget,…
Use this skill when starting or bootstrapping a melonJS game, creating the Application, choosing a renderer, or setting up the first scene. Covers the mandatory async init, the world container,…
Build a game or app from a description so that a live screenshot matches a generated rendering. Use when the user says "dream loop" or asks for something built to a very high level of graphical…
Debug and trace Game Boy / Game Boy Color / Super Game Boy games using the Gearboy emulator MCP
Hack, modify, and translate Game Boy / Game Boy Color ROMs using the Gearboy
Build the unity-mcp-cli TypeScript CLI tool and link it globally for terminal use.
Save and quit an editor that a CLI session started (`unity-mcp-cli exec`, `open --headless`). Needs the session lease nonce; an editor the user opened is never closed. Used by `unity-mcp-cli close`.
Install a Unity package from the registry, a Git URL, or a local path. Modifies `manifest.json` and triggers package resolution; may also trigger a domain reload — the final result is delivered…
List all UPM packages installed in the Unity project — name, version, source, description. Optionally filter by source (registry, embedded, local, git, built-in, local tarball), by…
Uninstall a UPM package from the Unity project. Modifies `manifest.json` and may trigger a domain reload — the final result is delivered after the reload via the request's `requestId`. Built-in…
Search Unity's package registry plus locally installed packages (Git, local, embedded sources) by query string. Returns available versions and installation status. Online mode fetches exact matches…
Change the live Unity scene with RQL set/call: bulk edits in one all-or-nothing, undoable call, saved to disk; dry_run previews.