Browse 6,442 Agentic Skills
Self-contained SKILL.md packages with YAML frontmatter, execution instructions, and tool definitions. 6,442 free and paid blueprints with pre-filled examples.
Agentic Skills blueprints
Agent Skill to Game-Dev Skill: Phaser Arcade Physics (WEB-ENGINES)
Use Phaser 4 Arcade Physics: enable the world, give sprites bodies, set velocity/acceleration/gravity, and resolve collisions with colliders, overlaps, groups, and world bounds. Use when a Phaser game needs movement or collisions — when the user mentions Arcade Physics, this.physics, setVelocity, collider, overlap, gravity, onFloor, or a platformer/top-down controller. For game config, scenes, and the loader use phaser-core.
Agent Skill to Game-Dev Skill: Unity Animation (UNITY)
Drive Unity 6.3 LTS character animation with Animator Controllers: states, transitions, parameters, blend trees, animation layers, and humanoid Avatar IK. Use when wiring an Animator, setting parameters from script (SetFloat/SetBool/SetTrigger), building blend trees, or when the user mentions Animator, Mecanim, state machine, blend tree, or .controller.
Agent Skill to Game-Dev Skill: Unity Navmesh (UNITY)
Add AI navigation in Unity 6.3 LTS: bake a NavMesh with the AI Navigation package (NavMeshSurface), move agents with NavMeshAgent.SetDestination, and handle dynamic obstacles. Use when setting up pathfinding, making an enemy chase the player, baking navigation, or when the user mentions NavMesh, NavMeshAgent, NavMeshSurface, NavMeshObstacle, or Unity pathfinding.
Agent Skill to Game-Dev Skill: Unity Physics (UNITY)
Set up 3D physics in Unity 6.3 LTS: Rigidbody movement and forces, colliders, triggers vs collisions, layer-based collision, raycasts, and joints. Use when adding a Rigidbody, handling OnCollisionEnter/OnTriggerEnter, tuning collision layers, casting rays, or when the user mentions Unity physics, AddForce, isKinematic, or linearVelocity.
Agent Skill to Game-Dev Skill: Rpg (GENRES)
Build an RPG: stats and leveling, inventory and equipment, quests, branching dialogue, save/load, and combat. Use for an RPG/JRPG, or designing stat, inventory, quest, or combat systems.
Agent Skill to Game-Dev Skill: Puzzle (GENRES)
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, or grid-logic puzzle.
Agent Skill to Game-Dev Skill: Platformer (GENRES)
Build a 2D platformer: run/jump control with coyote time, jump buffering, and variable jump height, wall slide and wall jump, plus tiled levels and hazards. Use for a platformer or Mario/Celeste-like, or tuning jump feel.
Agent Skill to Unreal Engine 5 Skill: Unreal Skill
Use this skill when creating, editing, or reviewing an Unreal Engine Agent Skill, a named bundle of instructions registered with the unreal-mcp server (distinct from Claude Code's harness skills under `.claude/skills/`). Trigger when the user wants to add or change a skill that the in-editor agent will load. Concrete triggers: 'create a new Agent Skill', 'add a skill for X workflow', 'edit/update this skill', 'review my skill', 'make a Python skill class', 'create a skill UAsset', 'reg
Agent Skill to Unreal Engine 5 Skill: Unreal Mcp
Use this skill to perform actions inside an Unreal Engine project via a live-editor MCP connection. Trigger when the user wants to change, query, or run something in their Unreal Engine project, not for conceptual or docs questions. Concrete triggers: spawn/move/duplicate/transform actors in a level, open a `.uproject`, add things around a PlayerStart, create or edit a Blueprint/Widget/Material/Niagara/Control Rig/Sequencer/Behavior Tree/GAS ability, read or write properties on actors
Agent Skill to Game-Dev Skill: Roguelike (GENRES)
Build a roguelike: turn-based grid movement, procedural dungeons, permadeath, field-of-view, and loot tables. Use for a roguelike/roguelite or turn-based grid dungeon crawler with procedural levels.

Agent Skill to Three.js & WebGL Skill: Build Hybrid Game Assets
Plan, create, integrate, or audit a hybrid asset pipeline for a Three.js or web game. Use when choosing among imported meshes, procedural 3D geometry, AI-generated reference art, 2D UI media, sprites, VFX, and performance-ready runtime asset delivery.

Agent Skill to Three.js & WebGL Skill: Build Game Monster System
Build, integrate, audit, or refactor rigged monsters for Three.js and web action games. Use for monster asset contracts, procedural or imported creature rigs, semantic joints and sockets, hurtboxes and attack volumes, combat animation states, enemy-runtime adapters, LODs, deterministic review fixtures, and validating that every monster follows one shared system.

Agent Skill to Three.js & WebGL Skill: Design Game Encounters
Design, implement, tune, or test Three.js action-game encounters. Use for arena layout, enemy composition, spawn pacing, objectives, boss phases, reward cadence, encounter fixtures, and difficulty validation.

Agent Skill to Three.js & WebGL Skill: Build Vesperfall Review Assets
Build truthful Vesperfall asset-library review pairs from transparent PNG references and live Three.js, FBX, or img2threejs models. Use when adding a character, enemy, prop, or equipment asset to the Vesperfall catalog; creating a card-PNG plus inspector-model treatment; exposing an isolated model or moveset route; or standardizing provenance, grounding, tests, and Codex-browser validation for game art review.

Agent Skill to Three.js & WebGL Skill: Build Rigged Game Assets
Create, integrate, or audit production-ready rigged 3D characters and monsters with a main model, skeleton, animation library, sockets, collision contracts, separate character equipment, optimized runtime files, catalog media, and an interactive moveset inspector. Use when generating or importing FBX/GLB game actors; defining character-versus-monster asset requirements; separating swords, shields, helmets, armor, or stowed gear; adding idle, walk, run, attack, hit, dodge, block, cast,

Agent Skill to Three.js & WebGL Skill: Build Mobile Threejs Games
Build, tune, or test a Three.js game for mobile web. Use for touch movement, action controls, target selection, touch inventory, safe areas, portrait/landscape layouts, responsive HUD, battery/performance budgets, and real mobile browser QA.

Agent Skill to Three.js & WebGL Skill: Create Game Vfx
Create readable, performance-safe Three.js game visual effects. Use for attacks, impacts, damage feedback, status effects, spell trails, particles, shaders, telegraphs, quality tiers, and reduced-motion alternatives.

Agent Skill to Three.js & WebGL Skill: Ship Web Games
Package, deploy, and verify a playable Three.js or web game. Use for release builds, asset delivery, private/public deployment, production smoke tests, browser proof, release notes, rollback readiness, and cleanup of temporary QA resources.

Agent Skill to Three.js & WebGL Skill: Design Action Combat
Design, implement, tune, or test readable tactical action combat for web games. Use for attack timing, guard and dodge windows, hit contact, posture, lock-on, weapons, boss phases, combat feedback, and deterministic combat tests.
Agent Skill to Game Architecture Skill: Mobile Games
Mobile game development principles. Touch input, battery, performance, app stores.
Agent Skill to Game Architecture Skill: Game Development
Game development orchestrator. Routes to platform-specific skills based on project needs.
Agent Skill to Game Architecture Skill: Web Games
Web browser game development principles. Framework selection, WebGPU, optimization, PWA.
Agent Skill to Game Architecture Skill: Pc Games
PC and console game development principles. Engine selection, platform features, optimization strategies.
Agent Skill to Game Architecture Skill: 2D Games
2D game development principles. Sprites, tilemaps, physics, camera.