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Claude Skills by mimmo-the-root
github.com/mimmo-the-root23 skills3 installs53 views
- Brand Collections UefnRecognizing which official Fortnite Game Collection (brand island — TMNT, LEGO, Fall Guys, Star Wars, KPop Demon Hunters, Squid Game, The Walking Dead Universe, Rocket Racing, and any new one Epic adds later) a project is built on, from folder names, device classes, and template names actually found in it. Read this during project-bootstrap's A1 (structure mapping) whenever the project's assets/devices/folders look brand-themed. Also covers the procedure for capturing markers for a brand not ...Votes: 0GitHub stars: 3
- Discover RetentionConcrete Fortnite Discover/retention signals (bounce rate, average playtime, QPTR) and patterns validated across real projects. Read during project-bootstrap's A4 step, before writing retention/evolutionary proposals, instead of reasoning about playtime from scratch.Votes: 0GitHub stars: 3
- Fortnite Analytics CoachAnalyzes Creator Portal data and public sources (CTR, retention, playtime, discover) to understand why a Fortnite map is performing the way it is and what to do about it. Use when the user pastes/attaches metrics or Creator Portal screenshots, or asks things like "how is my map doing", "why is CTR/retention low", "why isn't anyone finishing the map", "analyze these stats", "compare my numbers with competitors".Votes: 0GitHub stars: 3
- Fortnite Competitor AnalyzerAnalyzes competitors and niches of Fortnite maps to find opportunities, differentiation points, and positioning strategies. Use when the user asks things like "study my competitors", "which genre/niche should I pick", "how saturated is this niche", "what do the top maps in my genre do better", "how do I differentiate myself", or wants to understand the market/rivals before building or launching.Votes: 0GitHub stars: 3
- Fortnite Growth LessonsShared cross-project knowledge base of what actually worked or flopped in marketing/growth work (thumbnails, titles/tags, trailers, launch plans, patch-note tone, retention proposals) across every project set up with this kit — as opposed to what sounded good in theory. Read it before starting any of the 8 fortnite-* growth skills, and add to it once a real outcome (CTR/retention/reaction) is known, not at the moment of producing the asset.Votes: 0GitHub stars: 3
- Fortnite Marketing LaunchCreates marketing plans, launch and growth strategies (content calendar, outreach) for Fortnite Creative/UEFN maps. Use when the user asks things like "how do I launch this map", "launch plan", "how do I grow my map", "what do I post this week", "growth strategy", or is about to publish/republish and wants a complete plan, not just a single asset.Votes: 0GitHub stars: 3
- Fortnite Retention GamedesignAnalyzes and improves the game design of Fortnite maps (onboarding, core loop, progression, pacing) to increase session length, Day 1/Day 7 retention and engagement. Use when the problem is design-related, not data or communication — the user asks things like "players leave right away", "how do I improve onboarding", "the game loop gets boring after a while", "how do I get players to come back the next day", "how do I extend the average session".Votes: 0GitHub stars: 3
- Fortnite Social TrailerCreates trailer scripts, TikTok/YouTube Shorts hooks, captions and social posts to promote Fortnite maps. Use when the user asks things like "write me a trailer", "hook for TikTok", "caption for this post", "ideas for a viral video", "script for a short", or wants promotional/social content instead of a complete launch plan.Votes: 0GitHub stars: 3
- Fortnite Thumbnail ProCreates professional, high-CTR thumbnails for Fortnite Creative/UEFN maps, following Epic's guidelines. Use when the user asks things like "make me a cover/thumbnail", "improve this cover image", "ideas for the thumbnail", "this thumbnail isn't converting", or needs to publish/republish and needs the cover image.Votes: 0GitHub stars: 3
- Fortnite Title DescriptionGenerates the complete publishing package for a Fortnite map — title, description, genre, Discover tags, how-to-play instructions — plus the community blog presentation (extended and short). Use when the user needs to publish or republish a map, or asks things like "write me the title/description", "what tags should I use", "how do I write the how-to-play instructions", "post for the community blog", even for just one of these fields.Votes: 0GitHub stars: 3
- Fortnite Update WriterWrites patch notes, update announcements, and roadmaps for Fortnite maps in a clear, engaging way that's oriented toward bringing players back. Use when the user asks things like "write the patch notes", "announcement for the next update", "changelog for the Creator Portal", "how do I communicate this update", after having added/changed/fixed something in the map.Votes: 0GitHub stars: 3
- Game Ui DesignerUse when designing or building a new in-game UI screen for a UEFN project (store, shop, missions/quests, teleporter, rewards, inventory, or similar menu/HUD panel) — applies a reusable "chunky cartoon game UI" style guide learned from real reference examples, and grows that reference library over time as new examples are provided.Votes: 0GitHub stars: 3
- RoguelikeThis file is read by the kit whenever a project has `Claude/docs/.genre = roguelike`. Same learning mechanism as Survival.Votes: 0GitHub stars: 3
- SurvivalThis file is read by the kit whenever a project has `Claude/docs/.genre = survival`.Votes: 0GitHub stars: 3
- Mcp Tool ContractsCanonical, single-source-of-truth mapping of "what I want to do via UEFN's MCP server" to "the exact tool that actually works for it in this kit's setup" — referenced by coder, qa-regression, and project-bootstrap instead of each describing the check in its own words.Votes: 0GitHub stars: 3
- Performance Uefn ChecklistShort, actionable checklist of UEFN/Verse performance red flags (per-tick work, unbounded loops, uncached expensive calls, deprecated APIs). Read during project-bootstrap's A3 static review, or by coder/qa-regression when performance is specifically in question — not needed for routine feature work.Votes: 0GitHub stars: 3
- Second Brain QueryHow to query second-brain-librarian efficiently — ask for exactly what you need, not "everything about X." Read before invoking it in query mode (coder checking for a reusable pattern, project-bootstrap checking retention track record) to keep the round-trip and its answer short.Votes: 0GitHub stars: 3
- Token Aware CodingGeneral token-efficiency habits for this kit's agents — prefer targeted search over full reads, precise @-mentions, periodic summarization, avoid re-reading known context. Read once at session start or when a task looks like it'll involve many files/tool calls.Votes: 0GitHub stars: 3
- Uefn Device GotchasHigh-frequency UEFN device quirks and edge cases (Elimination Manager, Item Granter timing, Storm Controller, Player Spawner multiplayer behavior, DemoDisplay sizing/placement rules) at high density. Read before configuring one of these devices to avoid rediscovering a known trap.Votes: 0GitHub stars: 3
- Uefn LessonsShared cross-project knowledge base of recurring Verse/UEFN gotchas, MCP quirks, and coding mistakes, accumulated across every project set up with this kit. Read it before writing or debugging Verse code, or when investigating a compile/runtime error, to check whether it's already a known issue. Also the place to add a new entry when you discover something non-obvious that would help on future projects too, not just this one.Votes: 0GitHub stars: 3
- Verse PatternsReusable Verse code idioms (state machines, multiplayer authority, centralized logging, timers, item pools, round progression) at high density. Read before writing a common gameplay pattern from scratch, so you adapt a known-good shape instead of re-deriving or re-reading old project files for it.Votes: 0GitHub stars: 3
- Llm Npc ConversationsA technique skill uses the same engine as genre skills. Use it whenever a task is tagged LLM, NPC conversation, persona, structured output or caption UI.Votes: 0GitHub stars: 3
- MaterialsSame engine and growth rules as the genre skills: official facts enter as REFERENCE, the owner's maps upgrade them (1 map confirmed, 2 proven, against contested), nothing is learned without approval. It applies when a project contains material assets (M_, MI_, MF_, MPC_ files or a Materials folder) or Verse that sets materials. The owner's maps are full of reusable materials: harvest them as lessons.Votes: 0GitHub stars: 3