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Claude Skills by jammyfu
github.com/jammyfu195 skills10 installs229 views
- Pixel AnimationUse when sprite animation disagrees with attack timing, hitstop skips cells, or pixel-art clips need an explicit gameplay-frame mapping.Votes: 0GitHub stars: 11
- Spine SkeletalChoose between whole-figure skinning (small motion, no cut parts), layered parts and redrawn frames; bind and weight 2D characters, repair joint deformation, and verify fixed proportions, contacts, attachment swaps and gameplay-driven animation in Spine or equivalent mesh runtimes.Votes: 0GitHub stars: 11
- Sprite AtlasUse when sprite sheets need slicing, stable pivots, texture packing or engine metadata, or when an imported animation jitters, bleeds between cells or loses attachments.Votes: 0GitHub stars: 11
- Sprite CatalogUse when a project needs to inventory required sprites, tiles, UI, icons, portraits, props, animation states, or facings before generation or atlas packing.Votes: 0GitHub stars: 11
- Sprite SkinUse when a 2D character needs cosmetic atlas-slot, skeletal-skin, or palette swaps while gameplay collision, timing, and stats must remain unchanged.Votes: 0GitHub stars: 11
- open-game-skillsUse when a game task should be routed through this pack's engine-neutral disciplines, shared execution contract and engine adapters without loading the whole catalog.Votes: 0GitHub stars: 11
- Art BibleUse when a project lacks a stable visual-style contract across silhouettes, palettes, generated art, UI, enemies, or cosmetic skins.Votes: 0GitHub stars: 11
- Asset Pack IntakeUse when a project receives a pre-built genre asset pack (sprite atlases, tilesets, level maps, feel/animation/audio data) described by a pack manifest and must validate it, map every folder to the owning skill, and plan the engine build without editing the art.Votes: 0GitHub stars: 11
- Character RigUse when character skeletons, rest poses, axes, sockets, or IK contact points must be standardized across assets or engine adapters.Votes: 0GitHub stars: 11
- MaterialsUse when game materials need a shared PBR or stylized contract, texture-channel policy, compression budget, or runtime hit-flash behavior.Votes: 0GitHub stars: 11
- Model PipelineUse when 3D assets need consistent source units, origins, collision proxies, transforms, sockets, export rules, or engine-ready validation.Votes: 0GitHub stars: 11
- Open Asset FixtureUse when game tests need reusable 2D sprites, 3D models, animations, sound, music, particle textures, native effects, PBR maps or HDRIs, or when missing assets are blocking reproducible fixtures.Votes: 0GitHub stars: 11
- Vfx GenerateUse when isolated game VFX plates or flipbooks are needed for impacts, movement, status or traversal, especially when effects have been baked into actor art.Votes: 0GitHub stars: 11
- A11y ControlsUse when input, text, color, audio, flashing, motion, holds, repeated presses, timing, or UI presentation can exclude players and accessibility preferences need explicit behavior without changing hidden gameplay rules.Votes: 0GitHub stars: 11
- Ability GateUse when access depends on a capability, story predicate, or both, and the project needs a stable gate identity, deterministic predicate evaluation, unlock migration, and explicit soft-lock/recovery evidence.Votes: 0GitHub stars: 11
- Action FeelUse when attacks feel floaty, cancels fire illegally, hitstop freezes unrelated actors, or combat outcomes change with render rate or same-tick processing order.Votes: 0GitHub stars: 11
- Ad BreakUse when a game integrates rewarded, interstitial or banner ads and needs explicit placement, lifecycle, resume and reward-grant boundaries without interrupting authoritative gameplay actions.Votes: 0GitHub stars: 11
- Adventure ToolUse when a signature traversal/combat/puzzle tool needs a small verb kit, target-capability contract and interruption rules across swing, yank, grapple or optional weapon use. It does not impose one genre's ammo or puzzle philosophy.Votes: 0GitHub stars: 11
- Aggro TableUse when an AI must rank multiple hostile or support targets and target changes feel arbitrary, oscillate, ignore threat history, or cannot be explained in debug output.Votes: 0GitHub stars: 11
- Aim AssistUse when raw look or aim input needs an explicit, bounded assist transform such as friction, rotation or magnetism with stable profile/target identity and evidence that does not alter hit geometry or damage truth.Votes: 0GitHub stars: 11
- Ammo ReloadUse when weapons need magazine/chamber/reserve ammunition, shot consumption and reload transfer with atomic resource updates, interruption/cancel policy and semantic input actions.Votes: 0GitHub stars: 11
- Analytics FunnelUse when product or gameplay telemetry must be grouped into a versioned funnel with explicit steps, cohort, denominator and observation window so drop-off claims are auditable rather than inferred from screenshots or raw event counts.Votes: 0GitHub stars: 11
- Animation BlendUse when rendered character poses need weighted locomotion, aim, attack, additive or transition blending while gameplay state, hit timing and displacement ownership remain explicit.Votes: 0GitHub stars: 11
- Animation GraphUse when multiple animation states, clips, layers, masks or requests compete for a character pose and need deterministic selection/composition tied to authoritative gameplay state without creating another gameplay clock.Votes: 0GitHub stars: 11
- Asset RuntimeUse when assets load twice, stale callbacks resurrect objects, shared textures disappear on scene exit, or repeated scene changes leak memory or block interaction.Votes: 0GitHub stars: 11
- Attack TellUse when an attack, grab, area hazard, projectile, or one-shot-capable action becomes active before players receive a readable and accessible warning through the intended sensory channels.Votes: 0GitHub stars: 11
- Audio BusesUse when music, SFX, UI, ambience or voice need explicit routing, gain, ducking, mute, snapshot or retry/scene-transition behavior without changing gameplay events.Votes: 0GitHub stars: 11
- Audio FeelUse when authoritative gameplay or UI events need audible cues, music-state changes, surface/speed feedback or looping audio whose identity, lifecycle and fallback must remain separate from gameplay timing.Votes: 0GitHub stars: 11
- Avatar CreateUse when a character creator needs stable part, slider/morph or hotspot identities, save/load compatibility, rig/socket constraints, cosmetic ownership and explicit separation from gameplay-affecting body rules.Votes: 0GitHub stars: 11
- Balance DesignUse when comparing options, matchups, roles, economies or catch-up systems and the project needs explicit balance goals, metrics, tradeoffs and versioned evidence instead of universal fairness rules.Votes: 0GitHub stars: 11
- Boss DesignUse when a boss or major encounter needs a clear exam, phase/state structure, authored risk/readability policy and recoverable transitions without copying a shipped encounter or forcing universal phase rules.Votes: 0GitHub stars: 11
- Browser InputUse when a browser or embedded web game must survive Pointer Lock changes, tab visibility, pointer cancellation, touch, focus loss, or gamepad connect/disconnect without stuck actions.Votes: 0GitHub stars: 11
- Camera Anti ClipUse when a gameplay camera clips through solids, flickers near thin geometry, exposes the inside of walls, or final camera offsets can escape collision-safe space.Votes: 0GitHub stars: 11
- Camera ModestyUse when a camera pose, boom-sweep sample or close-up may invade private body zones and the project needs a default-modest dignity framing policy.Votes: 0GitHub stars: 11
- Camera ShotsUse when gameplay or cinematic states need authored camera framing, follow/orbit/rail/lock/first-person shot presentation and transitions without changing gameplay targeting, collision or simulation rules.Votes: 0GitHub stars: 11
- Cert HandoffUse when platform or operating-system lifecycle events such as suspend/resume, input-device loss, storage failure, sign-in changes, overlays, or similar certification-relevant interruptions need explicit recovery contracts.Votes: 0GitHub stars: 11
- Chemistry VerbsUse when verbs, materials or environmental properties combine into systemic reactions and the project needs a versioned reaction table with deterministic ownership and replayable outcomes.Votes: 0GitHub stars: 11
- Climb VaultUse when characters need ledge mantle, vault, or sustained climb states with explicit geometry probes, attach/detach transitions, stamina policy, and failure recovery.Votes: 0GitHub stars: 11
- Cloud SaveUse when local and remote progress can diverge across devices, accounts, offline sessions, reinstalls, or interrupted synchronization.Votes: 0GitHub stars: 11
- Collision LayersUse when gameplay, projectiles, actors, world geometry, hazards, cameras, IK or sensors need explicit collision/query categories and a reviewable interaction matrix.Votes: 0GitHub stars: 11
- Combo DesignUse when moves need authored links, cancels, strings, juggles, charge branches, route conditions or combo escape/termination policy on top of the combat timing contracts.Votes: 0GitHub stars: 11
- Cover ShooterUse when an actor enters, occupies, peeks, fires from, and exits authored cover and needs one cover-session state machine with explicit interruption and ownership handoff.Votes: 0GitHub stars: 11
- Cover SpaceUse when level geometry needs explicit cover affordances, stable anchors, stance/peek capabilities, occupancy and clearance evidence. It owns cover-space data, not input bindings, shooting, or the actor's cover state machine.Votes: 0GitHub stars: 11
- Crafting LoopUse when recipes, stations, fusion, cooking, schematics, or material transforms can consume the wrong inputs, grant twice, overflow inventory, hide requirements, or duplicate another progression system.Votes: 0GitHub stars: 11
- Currency DualUse when a game has one or more wallets, earned/purchased currency, event tokens, conversions, grants, spends, refunds, or balances that can duplicate, go negative, mix identities, or become hard to audit.Votes: 0GitHub stars: 11
- Cutscene HandoffUse when entering, skipping, interrupting, or leaving a cinematic can leave held input, camera, timescale, combat state, UI, or player control in the wrong state.Votes: 0GitHub stars: 11
- Day NightUse when world time changes lighting, schedules, availability, stealth, spawning or other systems and the project needs one versioned clock contract with explicit consumers.Votes: 0GitHub stars: 11
- Death CarryUse when a death/defeat transition must define what state is kept, transformed, dropped or reset and where recovery resumes without conflating presentation, checkpointing or run rules.Votes: 0GitHub stars: 11
- Debug SlateUse when QA, capture, training, development, or automation modifies game state and the resulting evidence must record exactly which non-natural tools or overrides were active.Votes: 0GitHub stars: 11
- Deck BuildUse when cards or card-like actions move through a deck/hand/discard/exhaust system and the project needs stable card identity, zone transactions, draw/shuffle rules and replayable RNG ownership.Votes: 0GitHub stars: 11