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bgrenat
Imported awesome-gamedev-agent-skills guidance for game-ui-ux workflows in game development projects. Use when building responsive HUDs and menus that scale across scree…
OPENAGENTSKILL / DIRECTORY
Temukan skill untuk tugas berikutnya dengan Codex, Claude Code, Cursor, dan lainnya.
23 Skills
Hasil: 23
File yang dikirim situs ini sejak 14 Oktober 2026. Satu hitungan per akun masuk, Skill, dan hari UTC. Tidak termasuk situs luar, salinan perintah, atau instalasi. Pembaruan hingga 5 menit.
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Explore the skillbgrenat
Imported awesome-gamedev-agent-skills guidance for game-ui-ux workflows in game development projects. Use when building responsive HUDs and menus that scale across scree…
No visual example yet
Explore the skillbgrenat
Imported awesome-gamedev-agent-skills guidance for level-design workflows in game development projects. Use when designing levels: movement metrics, blockout, pacing, fl…
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Explore the skillgamedev-skills
Set up a Godot 4.7 3D scene: Node3D transforms, Camera3D, lighting (DirectionalLight3D/OmniLight3D), WorldEnvironment for sky/ambient/tonemap/post, MeshInstance3D materi…
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Design NPC and enemy decision-making with finite state machines, behavior trees, steering behaviors, and A* pathfinding — engine-neutral algorithms that pair with the de…
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Plan, generate, source, normalize, and validate cohesive visual game assets. Use for art direction, style bibles, sprites, tilesets, backgrounds, UI art, icons, textures…
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Design and harden Roblox client/server networking with RemoteEvent, RemoteFunction, and UnreliableRemoteEvent; server authority, argument and Instance validation, rate l…
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Design data-driven Godot 4.7 games with custom Resource classes: define typed data with class_name + @export, save/load .tres/.res files, instance and duplicate resource…
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Build Godot 4.7 user interfaces with Control nodes: anchors and offsets for responsive layout, Container nodes (VBox/HBox/Grid/Margin) for automatic arrangement, Theme r…
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Build a card game: card data, deck/hand/discard zones, draw/shuffle/reshuffle, a turn structure, costs, and effect resolution. Use for a deckbuilder, TCG/CCG, or rogueli…
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Build a first-person shooter: move+mouse-look controller, hitscan or projectile shooting, weapons, health, and enemy AI. Use for an FPS, or tuning aim feel, time-to-kill…
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Design and build game UI/UX — HUDs, menus, and overlays — that survive every screen: anchor- based responsive layout, resolution/aspect scaling and safe areas, keyboard/…
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Architect game input — action mapping (abstracting keys into named actions), rebinding with conflict detection and persistence, multi-device support (keyboard, gamepad,…
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Design and build playable levels — the blockout/whitebox-to-playable workflow, player metrics and grid layout, pacing and flow (tension/rest curve), gating and the criti…
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Build a 2D platformer: run/jump control with coyote time, jump buffering, and variable jump height, plus tiled levels and hazards. Use for a platformer or Mario/Celeste-…
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Build a puzzle game: grid/board state, move input, rule-based resolution (match-3 cascades, sokoban pushes, tile logic), scoring, and undo. Use for a match-3, sokoban, o…
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Design save/load for game state — choosing what to serialize, file formats, save slots, atomic crash-safe writes, schema versioning and migration, and autosave. Engine-n…