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opusgamelabs/game-creator

31 skills15.9k installs9.5k starsGitHub

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npx skills add https://github.com/opusgamelabs/game-creator

Skills in this repo

1Game DesignerGame Designer is an OpusGameLabs agent skill (version 1.3.0, MIT license) that acts as a game UI/UX designer for browser games. It analyzes existing games and implements visual polish, atmosphere, particle effects, animations, screen transitions, and juice to improve player experience. Tagged areas include game design, polish, UI, particles, visual effects, and feel. Developers reach for Game Designer when a browser game works mechanically but lacks backgrounds, transitions, or satisfying feedback. The skill thinks in designer terms—readability, mood, and motion—not only functional correctness.1.2kinstalls2Game Assetsgame-assets is a Game Asset Engineer skill from OpusGameLabs (version 1.3.0, MIT) for developers upgrading browser games from basic geometric shapes to recognizable pixel art. The skill encodes sprites as code-only pixel matrices—no PNG or SVG imports—covering silhouettes, color contrast, animated characters, enemies, and item visuals. Metadata tags include game, assets, pixel-art, sprites, characters, and 2d. Reach for game-assets when a canvas or WebGL prototype needs styled character art, enemy sprites, or item icons but you want assets version-controlled as source code. The workflow thinks in artist terms—readable silhouettes, limited palettes, animation frames—while outputting matrices agents can paste directly into game render loops. Invoke when a browser game needs better visuals than placeholder rectangles without opening Aseprite or importing binary assets into the repository. The argument-hint topic parameter scopes generation to a specific entity type when requested.935installs3Phaserphaser is a skill in opusgamelabs/game-creator documenting production Phaser 3 patterns for 2D HTML5 games. It mandates packing sprites into atlases via TexturePacker or free-tex-packer exported as JSON Hash instead of loading individual PNGs that cost one draw call each. TypeScript examples show this.load.atlas and frame-based this.add.sprite calls using atlas frame IDs. Guidance contrasts bad per-image loads with single-atlas approaches that batch rendering. Developers reach for phaser when implementing Phaser 3 gameplay, optimizing WebGL draw calls, or standardizing asset pipeline conventions across a browser game codebase.839installs4Design Gamedesign-game is a version 1.3.0 MIT skill from opusgamelabs/game-creator that runs a structured UI and UX design pass on an existing game project. It analyzes visuals, atmosphere, and game feel, then applies proven patterns for palette, UI layout, juice, and particles while explicitly excluding gameplay logic changes handled by add-feature. The skill accepts a path argument to the game directory and emphasizes thorough validation over speed. Developers reach for design-game when a playable prototype looks flat and needs polish phrases like make my game look better, add juice, or fix the UI without rewriting mechanics.815installs5Game AudioGame Audio is an opusgamelabs/game-creator skill for genre-specific background music using Strudel live-coding patterns. Each pattern layers instruments with stack(), starts loops via .play(), and applies .slow(2-4), .room(), and .delay() so music breathes instead of overpowering gameplay. The skill enforces background-appropriate mixing—rests with ~, sine and triangle waves over square, and gain ranges like 0.10-0.18 for lead melodies and 0.08-0.15 for pads. Developers reach for Game Audio when prototyping indie or jam games that need ambient loops without hiring a composer or loading heavy audio middleware. Outputs are copy-paste Strudel pattern strings tuned for cycle alternation and phasing, ready to drop into web-based game prototypes.717installs6Game Architecturegame-architecture is a game-creator skill from OpusGameLabs (version 1.3.0, MIT) for developers designing browser-based games in Three.js or Phaser. The skill encodes core-loop-first scoping—implement minimum gameplay before polish—and six metadata tags covering game, architecture, patterns, eventbus, gamestate, and best-practices, plus a system-patterns.md companion covering object pooling, delta-time normalization, resource disposal, wave/spawn systems, buff/powerups, haptics, and asset management. Use game-architecture when planning event-bus decoupling, centralized state, or architectural decisions before adding rendering polish. The skill fits frontend game engineers who need opinionated structure for 2D Phaser or 3D Three.js codebases without over-engineering early prototypes.670installs7Game 3d Assetsgame-3d-assets (metadata version 1.3.0, MIT license, OpusGameLabs) is the 3D asset engineer pipeline for browser games built with Three.js. The skill generates custom models via Meshy AI, sources free library assets, and wires GLB/GLTF files into scenes—replacing default BoxGeometry and SphereGeometry primitives with recognizable models and animations. Tags include game, 3d, assets, glb, gltf, threejs, animation, and sketchfab. Reach for game-3d-assets when a Three.js prototype needs real meshes, rigged characters, or library downloads rather than colored cubes. It suits game developers and creative coders building web GL experiences who want an agent-guided pipeline from model discovery through scene integration. Skip it for 2D canvas games, native engine pipelines unrelated to Three.js, or titles that intentionally use minimalist primitive aesthetics.613installs8Threejs Gamethreejs-game is a game-architecture skill from opusgamelabs/game-creator that ships full implementation code for four non-negotiable core modules: EventBus singleton, GameState, shared Constants, and a Game.js orchestrator. The EventBus enforces that all inter-module communication flows through pub/sub listeners with on, once, and off APIs, so gameplay, UI, and systems never import each other directly. GameState centralizes mutable play data while Constants hold tuning values in one place. Developers reach for threejs-game when starting a new Three.js title and want proven separation of concerns instead of ad-hoc globals or circular imports. The patterns mirror production browser-game structure and pair with the parent game-creator workflow for assets and scenes.599installs9Improve Gameimprove-game is a game-development agent skill from OpusGameLabs game-creator at version 1.3.0 that analyzes an existing game, ranks problems, and implements the next highest-impact fix per pass. It responds to prompts like improve my game, polish my game, or what is wrong with my game, running repeatedly until diminishing returns. The skill deliberately excludes greenfield creation (viral-game, make-game) and single-feature adds (add-feature), focusing on mechanics tuning, balance, and player experience. Developers use improve-game when a prototype plays but feels rough, unfair, or unpolished and needs structured iteration rather than one-off tweaks.592installs10Make Gamemake-game is a skill from opusgamelabs/game-creator with 481 installs on skills.sh that turns natural language game ideas into complete, playable game projects via an AI agent workflow. Developers describe mechanics, genre, and scope in plain language; the skill scaffolds scenes, logic, and assets needed to run the game. make-game ranks 10 in its source repository catalog and suits rapid prototyping, game jams, and proof-of-concept builds before custom engine work. Reach for make-game when you need a runnable game skeleton from a prompt instead of starting from an empty project template.551installs11Game Qagame-qa is a ship-phase testing skill (v1.3.0) for browser games using Playwright Test, `@axe-core/playwright`, and Vite `webServer` integration. It documents installing `@playwright/test`, creating `tests/e2e/game.spec.js`, `visual.spec.js`, and `perf.spec.js`, plus custom fixtures in `tests/fixtures/game-test.js`. Games must expose `window.__GAME__`, `window.__GAME_STATE__`, `window.render_game_to_text()`, and `window.advanceTime(ms)` for deterministic state inspection. Seven companion references cover test patterns, gameplay invariants, visual regression, Playwright Clock control, MCP inspection, iterate client usage, and mobile tests. The skill enforces gameplay assertions—not just boot checks—and lists what not to automate (active gameplay screenshots, subjective art). Listed on skills.sh with 475 installs from the catalog source. Developers reach for game-qa when adding CI-ready QA infrastructure to Phaser, canvas, or Three.js browser games.535installs12Add AssetsAdd Assets is a skill from opusgamelabs/game-creator at version 1.3.0 under the MIT license. It replaces geometric shapes with pixel art sprites—recognizable characters, enemies, and items with optional animation—inside 2D game projects. Developers trigger Add Assets when they say add sprites, replace shapes with real art, add pixel art, or make characters look real; 3D model work routes to add-3d-assets instead. The skill accepts an optional path-to-game argument, prioritizes thorough validation over speed, and tags workflows for game, sprites, pixel-art, characters, and 2D scopes. Reach for Add Assets during visual polish passes on AI-assisted game prototypes.534installs13Add Audioadd-audio is a Claude Code skill from opusgamelabs/game-creator version 1.3.0 under the MIT license for adding audio to existing browser games. It generates procedural background music, gameplay themes, and sound effects through the Web Audio API with no third-party audio libraries required. The skill accepts a path-to-game argument and includes validation steps emphasizing thorough quality over speed. Developers invoke add-audio when users ask to add music, BGM, SFX, or spatial audio and the game already exists but lacks sound design. The skill explicitly excludes gameplay feature work and visual design changes.528installs14Add Featureadd-feature is an OpusGameLabs game-creator agent skill (version 1.3.0, MIT license) for adding gameplay features to existing browser games. The skill follows the project's architecture patterns when implementing mechanics such as double-jump, power-ups, or leaderboards, and runs validation steps rather than skipping them. Developers reach for it when extending game logic after the base game exists. Use design-game for visual-only changes and add-assets for replacing shapes with sprites instead.519installs15Review Gamereview-game is a game development skill at version 1.3.0 that performs thorough, read-only analysis when a user says review my game, code review, check game architecture, or audit game code. The skill inspects code structure, assets, design changes, performance risks, scope creep, and player-experience issues while explicitly deferring fixes to the separate improve-game skill. Metadata tags include game, review, architecture, best-practices, and code-quality, and the readme stresses that quality beats speed and validation steps must not be skipped. A developer reaches for review-game before merging branches or locking milestones on Unity, Godot, or custom engine projects.497installs16Add 3d Assetsadd-3d-assets is an OpusGameLabs game-creator skill at version 1.3.0 that replaces primitive 3D shapes with real GLB models for Three.js browser games. The skill handles animated characters, world props, buildings, and scenery when users ask to add 3D models, replace boxes with assets, or make a 3D game look real. It explicitly directs agents away from 2D pixel art tasks covered by add-assets and away from gameplay logic covered by add-feature. Performance notes stress thorough validation over speed, with mandatory quality checks before finishing. Developers reach for add-3d-assets during visual polish passes on Three.js game projects that still use placeholder geometry.496installs17Qa Gameqa-game is an MIT-licensed OpusGameLabs skill (version 1.3.0) that installs Playwright-based automated QA on existing game projects. It analyzes a game path, then generates tests verifying the game boots, scenes load, scoring works, and visuals have not regressed—tagged for game, qa, testing, playwright, and visual-regression. The skill triggers on phrases like add tests, test my game, add QA, or add visual regression tests. Developers reach for qa-game when they need a repeatable safety net before releases, not manual playtesting or gameplay design iteration.487installs18Game Deploygame-deploy is an OpusGameLabs game-creator skill at version 1.3.0 that deploys browser games to public URLs with here.now as the default zero-config static host. The skill uses npx here.now for instant hosting or the gh CLI for GitHub Pages when a repository-backed site is preferred. MIT-licensed and tagged for game, deploy, hosting, here-now, and github-pages, game-deploy requires internet access and is not meant for local dev servers. Developers reach for game-deploy when a playable web build is ready and needs a shareable public link.485installs19Meshyaimeshyai is an opusgamelabs game-creator agent skill that connects Meshy AI 3D generation to automated import steps in game asset pipelines. Developers describe or configure a mesh, Meshy produces the 3D model, and the skill handles bringing that asset into game-creator compatible formats and folder layouts. Teams reach for meshyai when prototyping characters, props, or environment pieces without blocking on a dedicated 3D artist. It suits game jam velocity, greybox replacement, and iterative art passes where generated meshes are refined in-engine rather than modeled entirely by hand.475installs20Quick Gamequick-game is an OpusGameLabs game-creator skill (version 1.3.0, MIT) that builds a playable game prototype without assets, design polish, audio, deploy, or monetize steps. Arguments accept 2d or 3d plus a kebab-case game name, or a tweet URL parsed via fetch-tweet to abstract a concept. The workflow copies templates/phaser-2d or templates/threejs-3d, runs npm install, starts a Vite dev server on port 3000, and launches a Task subagent implementing input, movement, fail condition, scoring, and restart via EventBus and GameState modules. Six spectacle events—SPECTACLE_ENTRANCE through SPECTACLE_NEAR_MISS—are wired for future juice layers. Developers reach for quick-game when saying quick game or fast prototype; use /viral-game for the full deploy-plus-monetize pipeline or /make-game for milestone-driven projects. Build verification runs npm run build with up to two retry passes.446installs21Monetize Gamemonetize-game is a Game Development skill at version 1.3.0 from OpusGameLabs that monetizes opusgamelabs game-creator releases through Play.fun and OpenGameProtocol. The workflow registers the game on Play.fun, integrates the browser SDK for IAP, ads, subscriptions, or reward flows, and produces a public play.fun URL. Developers reach for monetize-game when a game build is ready and they need storefront registration, SDK wiring, and a hosted monetized endpoint rather than building payment plumbing manually. The skill requires the play-fun MCP server, Node.js, and internet access for authentication and deployment.444installs22Promo Videopromo-video is an OpusGameLabs game-creator pipeline skill that captures short promotional gameplay trailers without manual screen recording. It loads game context from progress.md and source files, adapts a capture-promo template (typically scripts/capture-promo.mjs), and uses Playwright to drive the browser game while FFmpeg processes output into mobile portrait clips at 50 FPS and 1080x1920 resolution. The skill can patch death or game-over logic so footage stays continuous for viral-ready social posts. It runs as Step 2.5 in the make-game pipeline after visual polish and before audio, without modifying core gameplay code. Developers reach for promo-video when an unreleased or updated browser game needs TikTok-style vertical trailers showcasing hooks, key art, and branding. Prerequisites include a running dev server, Playwright with Chromium, and FFmpeg for conversion to MP4 social assets ready to publish.438installs23Record Promorecord-promo is an OpusGameLabs game-creator skill (version 1.3.0, MIT license) that records smooth 50 FPS promotional gameplay from a finished Phaser project with no human input during capture. It uses Playwright and ffmpeg to produce trailer-ready clips for TikTok, Reels, Moltbook, X, and store listings. Trigger it when users ask to record a promo, trailer, or gameplay footage; avoid it for QA testing where qa-game is the right skill. Pass the game path as an argument and receive autonomous showcase media suitable for launch announcements.429installs24Use Templateuse-template is skill version 1.3.0 in OpusGameLabs/game-creator for fast game bootstrapping from a curated template gallery. Invoke it with /use-template [template-id] [project-name] when the user says use a template, clone flappy-bird, or start from the platformer example. The skill copies template source from site/manifest.json—a 20-entry catalog with id, name, engine, genre, complexity, features, and demo URLs—updates package.json and title, then runs npm install so npm run dev starts immediately. Game-creator documents this as a roughly 10-second copy versus the longer viral-game or make-game pipelines. MIT licensed with tags game, template, scaffold, clone, and gallery. Reach for use-template when prototyping a browser game from an existing Phaser 3 or Three.js example rather than authoring scenes, assets, and boilerplate from scratch.428installs25Worldlabsworldlabs is version 1.4.0 agent skill from opusgamelabs/game-creator that integrates the World Labs Marble API for 3D environment generation. The skill accepts text prompts or image paths and URLs, requires a WLT_API_KEY environment variable, and outputs Gaussian Splat scenes tagged for Spark and Spark-2 workflows inside game-creator. Game developers reach for worldlabs when prompts like generate a 3D world or create an environment should replace ad hoc manual world-building steps. The MIT-licensed skill needs internet access for API calls and assembles environments into structured game-creator level workflows rather than standalone asset dumps.417installs26Fetch Tweetfetch-tweet integrates X.com tweet retrieval into game-creator workflows, enabling dynamic quests, community challenges, and live event copy by piping post text and metadata directly into game content systems.405installs27Threejs PerfGuides Three.js performance work for opusgamelabs/game-creator projects: audit scenes, reduce draw calls, tune materials and lights, and validate FPS on target hardware before ship.199installs28Add MultiplayerImplements multiplayer for game-creator projects by configuring networking stacks, synchronizing player state, managing sessions or rooms, and integrating backend services so co-op or competitive play works reliably.170installs29Scaffold GateablesScaffold-gateables from opusgamelabs/game-creator helps game developers quickly stand up gateable mechanics—conditions, triggers, unlock flows, and related wiring—using consistent templates instead of bespoke setup for every feature.165installs30Viral Gameviral-game is a Claude Code skill for ai & agent building. It helps solo builders move faster with AI-assisted development.142installs31Retrodiffusionretrodiffusion is a Claude Code skill for ai & agent building. It helps solo builders move faster with AI-assisted development.125installs

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opusgamelabs/game-creator · 31 skills · Skillselion