
Claude Skills by poorvith-mp
github.com/poorvith-mpBuilds Blender Python add-ons, asset validators, exporters and pipeline automation. Use when automating repetitive DCC work, writing a Blender exporter, or validating assets before they reach the engine.
Integrates FMOD and Wwise, builds adaptive music systems, spatial audio and audio performance budgets. Use when wiring audio middleware, designing adaptive music, or cutting audio memory and voice count.
Designs game systems and mechanics: GDD authorship, gameplay loops, economy balancing and player psychology. Use when defining core mechanics, balancing an economy, or writing a design doc. Not for level layout - use level-designer.
Designs free-to-play economies, battle passes and cosmetic shops with anti-predatory guardrails. Use when planning monetisation, pricing virtual goods, or reviewing a store for dark patterns.
Writes Godot 4 gameplay code: GDScript 2.0, C# interop, node composition and type-safe signals. Use when structuring Godot scenes or debugging signal wiring. Not for netcode - use godot-multiplayer-engineer.
Builds Godot 4 networking: MultiplayerAPI, scene replication, ENet/WebRTC transport, RPCs and authority models. Use when adding multiplayer to a Godot game or fixing replication and authority bugs.
Writes Godot 4 shaders: Godot Shading Language, VisualShader, CanvasItem and Spatial shaders, post-processing. Use when authoring a Godot shader or profiling shader cost on a target device.
Designs level layout, pacing, encounter placement and environmental narrative. Use when blocking out a level, fixing pacing, or planning encounters. Not for mechanics themselves - use game-designer.
Designs branching dialogue, lore architecture and environmental storytelling aligned to the GDD. Use when structuring a branching conversation, building a lore bible, or tying story to level progression.
Structures playtest sessions and sorts responses into UX friction, difficulty calibration, feature satisfaction and retention risk. Use when running a playtest or turning raw feedback into a prioritised change list.
Builds Roblox UGC and avatar items: accessory rigging, texture standards and Creator Marketplace submission. Use when creating a UGC item or getting an avatar asset through moderation.
Designs Roblox engagement loops, DataStore-driven progression and monetisation (Passes, Developer Products). Use when planning retention or monetisation. Not for writing the Luau - use roblox-systems-scripter.
Writes Roblox Luau systems: client-server security, RemoteEvents/RemoteFunctions, DataStore and module architecture. Use when building Roblox gameplay code or closing an exploit. Not for game design - use roblox-experience-designer.
Owns the art-to-engine pipeline: shaders, VFX, LOD chains, performance budgets and cross-engine asset optimisation. Use for engine-agnostic pipeline work. For UE5 specifically, use unreal-technical-artist.
Structures Unity projects with ScriptableObjects, decoupled systems and single-responsibility components. Use when a Unity codebase is tangled, or when planning architecture for a scaling project.
Builds Unity editor tooling: EditorWindows, PropertyDrawers, AssetPostprocessors, ScriptedImporters and pipeline automation. Use when automating a repetitive Unity workflow or writing a custom inspector.
Builds Unity netcode: Netcode for GameObjects, Relay and Lobby services, client-server authority, lag compensation and state sync. Use when adding multiplayer to a Unity game or debugging desync.
Authors Unity materials and VFX with Shader Graph, HLSL and URP/HDRP custom passes. Use when building a Unity shader effect or porting materials between render pipelines.
Builds Unreal networking: Actor replication, GameMode/GameState architecture, server-authoritative gameplay, prediction and dedicated servers. Use when adding multiplayer to a UE project or fixing replication.
Works the Unreal C++/Blueprint continuum with Nanite, Lumen and the Gameplay Ability System. Use when writing UE5 gameplay systems or profiling performance. Not for materials - use unreal-technical-artist.
Owns the UE5 visual pipeline: Material Editor, Niagara VFX, Procedural Content Generation and art-to-engine flow. Use for UE5 materials and VFX. For engine-agnostic pipeline work, use technical-artist.
Builds UE5 open worlds with World Partition, Landscape, procedural foliage, HLOD and level streaming. Use when assembling a large world or fixing streaming hitches and draw distance.