opencode-skills-collection 3.0.7 → 3.0.9
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/bundled-skills/.antigravity-install-manifest.json +6 -1
- package/bundled-skills/aomi-transact/SKILL.md +127 -0
- package/bundled-skills/docs/integrations/jetski-cortex.md +3 -3
- package/bundled-skills/docs/integrations/jetski-gemini-loader/README.md +1 -1
- package/bundled-skills/docs/maintainers/repo-growth-seo.md +3 -3
- package/bundled-skills/docs/maintainers/skills-update-guide.md +1 -1
- package/bundled-skills/docs/users/bundles.md +1 -1
- package/bundled-skills/docs/users/claude-code-skills.md +1 -1
- package/bundled-skills/docs/users/gemini-cli-skills.md +1 -1
- package/bundled-skills/docs/users/getting-started.md +1 -1
- package/bundled-skills/docs/users/kiro-integration.md +1 -1
- package/bundled-skills/docs/users/usage.md +4 -4
- package/bundled-skills/docs/users/visual-guide.md +4 -4
- package/bundled-skills/git-pr-review/SKILL.md +12 -0
- package/bundled-skills/kubestellar-console/SKILL.md +14 -5
- package/bundled-skills/loki-mode/examples/todo-app-generated/backend/package-lock.json +9 -8
- package/bundled-skills/loki-mode/examples/todo-app-generated/backend/package.json +2 -1
- package/bundled-skills/mock-hunter/SKILL.md +144 -0
- package/bundled-skills/multi-agent-architect/SKILL.md +361 -0
- package/bundled-skills/production-audit/SKILL.md +9 -8
- package/bundled-skills/rich-elicitation/SKILL.md +213 -0
- package/bundled-skills/skill-writer/references/authoring-path.md +26 -0
- package/bundled-skills/skill-writer/references/description-optimization.md +30 -0
- package/bundled-skills/skill-writer/references/design-principles.md +26 -0
- package/bundled-skills/skill-writer/references/evaluation-path.md +28 -0
- package/bundled-skills/skill-writer/references/examples/workflow-process.md +27 -0
- package/bundled-skills/skill-writer/references/iteration-path.md +28 -0
- package/bundled-skills/skill-writer/references/mode-selection.md +35 -0
- package/bundled-skills/skill-writer/references/output-patterns.md +34 -0
- package/bundled-skills/skill-writer/references/registration-validation.md +33 -0
- package/bundled-skills/skill-writer/references/skill-patterns.md +50 -0
- package/bundled-skills/skill-writer/references/synthesis-path.md +31 -0
- package/bundled-skills/skill-writer/references/workflow-patterns.md +36 -0
- package/bundled-skills/unity-ai-game-creator/SKILL.md +299 -0
- package/package.json +1 -1
- package/skills_index.json +111 -1
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# Description Optimization
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The frontmatter `description` is the trigger surface. It should say what the skill does and when to use it.
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## Should-trigger set
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Write 3 to 6 queries that should load the skill. Confirm the description contains the user's likely nouns and verbs.
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Examples:
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- "Create a new skill for PDF cleanup."
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- "Update this skill to add a safer validation flow."
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- "Turn these docs into a reusable agent workflow."
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## Should-not-trigger set
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Write 3 to 6 nearby queries that should not load the skill. Remove vague words that over-trigger.
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Examples:
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- "Explain what skills are at a high level."
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- "Install an existing skill."
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- "Run a one-off command that does not need a reusable workflow."
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## Precision rules
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- Put domain, artifact, and action words in the first sentence.
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- Avoid generic descriptions like "helps with productivity."
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- Include major variants only if the skill really supports them.
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- Keep the description compact enough to scan.
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# Design Principles
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## Write for agent behavior
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- Use imperative instructions that tell the agent what to do.
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- Put trigger language in the frontmatter description, not only in the body.
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- Keep SKILL.md as a navigation layer when the skill has many modes.
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- Put optional depth, examples, rubrics, and tool-specific details in references.
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## Keep the context budget healthy
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- Prefer checklists, tables, and short decision rules over long essays.
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- Do not duplicate the same rule in SKILL.md and references unless it is a safety-critical reminder.
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- Include only files the agent may actually load during work.
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## Balance depth and concision
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- Add detail where mistakes are costly, repeated, or hard to detect.
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- Compress detail where the model already has general knowledge.
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- Make every required artifact explicit: files, commands, reports, comments, commits, or validation outputs.
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## Safety and provenance
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- Label risky, destructive, credential-handling, financial, medical, legal, or security guidance clearly.
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- Preserve source provenance when adapting external content.
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- Prefer safe commands and explicit prerequisites over remote execution shortcuts.
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# Evaluation Path
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Use evaluation to decide whether the skill actually changes agent behavior.
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## Lightweight qualitative check
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Run this by default:
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1. Read the skill as an agent would.
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2. Simulate one realistic task.
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3. Confirm the output contract is clear.
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4. Check that validation is possible.
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5. List residual gaps.
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## Depth rubric
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Score each dimension as pass, partial, or fail:
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- Trigger precision.
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- Workflow completeness.
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- Safety and permission boundaries.
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- Output determinism.
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- Validation strength.
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- Progressive disclosure.
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## Baseline comparison
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Only run a deeper baseline-vs-with-skill comparison when requested or when risk is high. Use the same task, same inputs, and a holdout case that was not used while editing.
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# Example: Workflow Process Skill
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Use this shape when a task needs a predictable sequence and a clear closeout.
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## Trigger
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Use when the user asks to run a repeatable maintenance, release, audit, or conversion process.
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## Skeleton
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```markdown
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# Example Workflow Skill
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Resolve scope, inspect source files, execute the ordered workflow, validate results, and report changed artifacts.
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## Workflow
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1. Inspect local instructions and inputs.
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2. Select the smallest matching path.
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3. Make scoped changes.
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4. Run required checks.
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5. Report results and gaps.
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## Output
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Return summary, files changed, validation, and remaining risks.
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```
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# Iteration Path
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Use this path when improving a skill from outcomes, traces, examples, or user feedback.
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## Gather examples
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Collect:
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- Positive examples where the skill helped.
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- Negative examples where it misfired.
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- Fix examples showing the desired behavior.
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- Any validation output or user correction.
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Remove secrets and unrelated personal data before storing examples.
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## Diagnose
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For each example, identify whether the problem is:
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- Triggering: skill loaded too often or not often enough.
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- Routing: wrong reference or workflow branch.
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- Instruction gap: missing step, safety rule, or output requirement.
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- Validation gap: no check caught the failure.
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- Overload: too much context or too many steps.
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## Patch
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Make the smallest instruction change that would have changed the outcome. Retest against at least one positive and one negative example when feasible.
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# Mode Selection
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Use this file first. Pick the smallest path that can satisfy the user's request.
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## Skill classes
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- `workflow-process`: repeatable multi-step work where sequencing, checkpoints, and outputs matter.
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- `integration-documentation`: using a specific API, CLI, SDK, file format, or platform.
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- `security-review`: finding, validating, or fixing safety and security issues.
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- `skill-authoring`: creating or improving skills, generators, templates, or skill documentation.
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- `generic`: broad guidance where no specialized pattern fits.
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## Operation modes
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- `create`: new skill folder or new supporting files.
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- `update`: revise an existing skill without changing its core purpose.
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- `synthesize`: build a skill from external docs, local files, examples, or multiple sources.
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- `iterate`: improve a skill from observed outcomes, user feedback, traces, or examples.
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## Required paths
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| Mode | Read next |
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|------|-----------|
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| `create` | `authoring-path.md`, then `description-optimization.md` |
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| `update` | `authoring-path.md`, then `registration-validation.md` |
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| `synthesize` | `synthesis-path.md`, then `authoring-path.md` |
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| `iterate` | `iteration-path.md`, then `authoring-path.md` |
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For hybrid work, run the paths in this order: `synthesize`, `iterate`, `authoring`, `evaluation`, `registration`.
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## Depth decision
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- Use a lightweight pass for small copy, metadata, or reference repairs.
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- Use a full synthesis pass when the skill depends on external behavior, tools, safety rules, or examples.
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- Ask one concise clarification only when target audience, tool surface, or safety boundary is unknown and cannot be inferred.
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# Output Patterns
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## Standard implementation closeout
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Return:
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1. Summary.
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2. Files changed.
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3. Validation performed.
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4. Open gaps or risks.
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## Review findings
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Return findings first, ordered by severity:
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- File and line.
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- Impact.
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- Suggested fix.
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Then include open questions and a brief summary.
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## Skill authoring report
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Return:
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1. Skill purpose and trigger.
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2. Structure chosen.
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3. References or scripts added.
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4. Validation result.
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5. Known limitations.
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## Deterministic artifacts
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# Registration And Validation
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Use this path after skill edits.
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## Repository checks
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Run the checks required by the repository. In this project, skill changes normally require:
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```bash
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npm run chain
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npm run catalog
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```
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Use stricter or specialized checks when the changed skill includes risky commands, external references, generated artifacts, or package/runtime behavior.
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## Artifact checks
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Confirm:
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- `SKILL.md` frontmatter parses.
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- Referenced files exist.
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- Generated registry files are synced when the repository owns them on `main`.
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- Credits and provenance are present when external sources are used.
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- The final response reports validation honestly.
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## Reject conditions
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Do not mark the work complete if:
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- Required references are missing.
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- The skill cannot be followed without hidden context.
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- A risky instruction lacks prerequisites.
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- Validation failed and the failure is not explicitly accepted by the user.
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# Skill Patterns
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## Minimal workflow skill
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Use for narrow repeatable work.
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Structure:
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1. Purpose and trigger.
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2. Inputs to collect.
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3. Ordered steps.
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4. Output contract.
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5. Validation.
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6. Limitations.
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## Navigation skill with references
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Use when the skill covers several modes, tools, or depth levels.
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Structure:
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1. Short SKILL.md with a routing table.
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2. One reference per mode or domain.
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3. Examples in `references/examples/`.
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4. Scripts only for deterministic repeated actions.
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## Integration skill
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Use for CLIs, APIs, SDKs, or platforms.
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Include:
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- Installation or environment assumptions.
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- Authentication and permission boundaries.
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- Safe command patterns.
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- Common failure signatures.
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- Verification commands.
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## Review or audit skill
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Use for code, security, docs, or quality reviews.
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Include:
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- Scope definition.
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- Evidence collection.
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- Severity or priority scale.
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- Finding format.
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- False-positive handling.
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- Verification and residual risk.
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# Synthesis Path
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Use this path when a skill depends on external docs, existing local files, prior examples, or multiple sources.
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## Source collection
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1. Identify local source files first.
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2. Use primary sources for tools, APIs, standards, and current behavior.
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3. Record source names or URLs when adapting material.
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4. Separate facts from assumptions.
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## Coverage checks
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Confirm the skill covers:
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- When to use and when not to use it.
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## Depth gates
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# Workflow Patterns
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## Linear workflow
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Use when each step depends on the previous step.
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Pattern: inspect -> decide -> implement -> validate -> report.
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## Branching workflow
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## Evidence-first workflow
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Use when correctness depends on files, logs, sources, or user-provided examples.
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## Iterative workflow
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Pattern: gather examples -> identify deltas -> patch instructions -> test against holdout cases -> record remaining gaps.
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## Release or publishing workflow
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Use when the skill must produce public artifacts.
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Pattern: preflight -> changelog or notes -> version/tag/release -> publish -> close linked work.
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---
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name: unity-ai-game-creator
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description: "Transform raw game ideas into complete Unity projects with AI-powered asset generation, scene blueprints, music/SFX prompts, and step-by-step development procedures using Unity 6+ and modern AI tools."
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category: game-development
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risk: safe
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source: community
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source_type: community
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date_added: "2026-05-08"
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author: Mann-Makhecha
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tags: [unity, game-development, ai-generation, asset-pipeline, scene-design, music-generation, game-design-document]
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tools: [claude, cursor, gemini, codex, antigravity]
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---
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+
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# Unity AI Game Creator
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## Overview
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This skill transforms a raw game concept into a fully structured Unity development plan with AI-generated assets, scenes, music, scripts, and deployment-ready builds. It guides the agent through a 5-phase pipeline — from extracting core game dimensions to producing ready-to-use AI prompts for every asset category — using the latest Unity 6+ features and AI tooling ecosystem. Unlike generic Unity reference skills, this skill is workflow-driven: the user provides an idea, and the agent delivers a complete, actionable game development roadmap.
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|
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## When to Use This Skill
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- Use when a user describes a game idea and wants a complete development plan
|
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- Use when generating AI prompts for 3D models, textures, music, sound effects, or UI assets
|
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- Use when setting up a new Unity project from scratch with modern architecture
|
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- Use when creating Scene Blueprints from a concept description
|
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|
+
- Use when building a Game Design Document (GDD) from a rough idea
|
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- Use when leveraging Unity AI Assistant, MCP server, or external AI tools in a game workflow
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|
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- Use when planning monetization, performance budgets, or app store deployment
|
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+
|
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## How It Works
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+
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### Master Pipeline
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Execute these phases in order. Each phase produces concrete deliverables before advancing.
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```
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PHASE 1: IDEATION ──▶ PHASE 2: BLUEPRINT ──▶ PHASE 3: GENERATION ──▶ PHASE 4: ASSEMBLY ──▶ PHASE 5: DEPLOYMENT
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Game Brief GDD + Scenes AI Prompts + Assets Project Setup Build + Store
|
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39
|
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Genre Analysis Architecture Scripts + Audio Core Systems QA + Submit
|
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40
|
+
Scope Assessment Scene Blueprints Voice + UI Polish + Juice Analytics
|
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+
```
|
|
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|
+
|
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43
|
+
### Phase 1: Ideation & Deep Analysis
|
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44
|
+
|
|
45
|
+
Extract and clarify these dimensions from the user's game idea. Ask only for what is ambiguous — infer the rest from context.
|
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46
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+
|
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47
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| Dimension | What to Extract | If Unclear |
|
|
48
|
+
|-----------|----------------|------------|
|
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49
|
+
| **Genre** | Primary + secondary genre blend | Suggest 3 genre combinations |
|
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50
|
+
| **Platform** | Mobile, PC, Console, WebGL, VR/AR | Recommend based on scope |
|
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51
|
+
| **Perspective** | 2D, 2.5D, 3D, Top-down, Side-scroll, FPS, TPS | Infer from genre |
|
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52
|
+
| **Art Style** | Realistic, Stylized, Pixel, Low-poly, Anime, Painterly | Suggest 3 options |
|
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53
|
+
| **Core Loop** | The 30-second repeating gameplay action | Identify from description |
|
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54
|
+
| **Target Audience** | Age range, gamer profile, platform habits | Recommend based on genre |
|
|
55
|
+
| **Session Length** | Average play session duration | Infer from platform + genre |
|
|
56
|
+
| **Monetization** | Free-to-play, Premium, Hybrid | Recommend based on platform |
|
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57
|
+
| **Scope** | Solo dev, small team, studio | Ask if not obvious |
|
|
58
|
+
| **Timeline** | MVP in weeks, full release target | Suggest realistic milestones |
|
|
59
|
+
|
|
60
|
+
**Also provide:**
|
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61
|
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1. **Top 3 Reference Games** — What they do well, what the user can learn
|
|
62
|
+
2. **Market Gap** — What opportunity exists that competitors miss
|
|
63
|
+
3. **Core Differentiator** — The one unique thing about this game
|
|
64
|
+
4. **Risk Assessment** — Technical and market risks with mitigations
|
|
65
|
+
|
|
66
|
+
**Scope Calibration:**
|
|
67
|
+
|
|
68
|
+
| Scope | Timeline | Team Size | Feature Budget |
|
|
69
|
+
|-------|----------|-----------|----------------|
|
|
70
|
+
| Prototype | 1–2 weeks | Solo | Core loop only |
|
|
71
|
+
| Vertical Slice | 4–6 weeks | Solo–2 | 1 complete level + polish |
|
|
72
|
+
| MVP | 8–12 weeks | 2–4 | 3–5 levels + save + UI |
|
|
73
|
+
| Full Release | 16–24+ weeks | 3–8 | Complete content + multiplayer |
|
|
74
|
+
|
|
75
|
+
### Phase 2: Blueprint & Design
|
|
76
|
+
|
|
77
|
+
#### Game Design Document (GDD)
|
|
78
|
+
|
|
79
|
+
Generate a structured GDD covering:
|
|
80
|
+
|
|
81
|
+
1. **Executive Summary** — Elevator pitch, genre, USPs
|
|
82
|
+
2. **Gameplay** — Core loop diagram, progression, abilities, win/loss, difficulty curve
|
|
83
|
+
3. **World & Narrative** — Setting, characters, level structure
|
|
84
|
+
4. **Art Direction** — Visual style, color palette (hex codes), reference descriptions, UI/UX style
|
|
85
|
+
5. **Audio Direction** — Music style per scene, SFX categories, voice needs
|
|
86
|
+
6. **Technical Spec** — Unity version, render pipeline, performance budgets, SDKs
|
|
87
|
+
7. **Monetization Strategy** — Revenue model, IAP design, ad placement
|
|
88
|
+
8. **Development Roadmap** — Phases, milestones, feature priority matrix, risk register
|
|
89
|
+
|
|
90
|
+
#### Scene Blueprints
|
|
91
|
+
|
|
92
|
+
For each scene, produce a hierarchy covering:
|
|
93
|
+
|
|
94
|
+
- **Environment** — Ground/terrain, skybox, lighting setup, props with positions
|
|
95
|
+
- **Interactive Objects** — Behavior on interaction
|
|
96
|
+
- **Characters / NPCs** — AI behavior, patrol paths, dialogue triggers
|
|
97
|
+
- **UI Overlay** — HUD elements, contextual prompts
|
|
98
|
+
- **Audio Layers** — Background music (mood, tempo, loop point), ambient SFX, trigger SFX
|
|
99
|
+
- **Camera Setup** — Type (Cinemachine/Fixed/Follow), behavior configuration
|
|
100
|
+
- **Systems Active** — Save checkpoints, spawners, particle effects
|
|
101
|
+
|
|
102
|
+
#### Architecture Blueprint
|
|
103
|
+
|
|
104
|
+
Provide recommended project folder structure:
|
|
105
|
+
|
|
106
|
+
```
|
|
107
|
+
Assets/_Project/
|
|
108
|
+
├── Scripts/ (Core, Gameplay, UI, Data, Audio, Utilities)
|
|
109
|
+
├── Prefabs/ (Characters, Environment, UI, VFX)
|
|
110
|
+
├── Scenes/
|
|
111
|
+
├── Art/ (Models, Textures, Materials, Animations, UI_Assets)
|
|
112
|
+
├── Audio/ (Music, SFX, Ambience)
|
|
113
|
+
├── ScriptableObjects/
|
|
114
|
+
└── Resources/
|
|
115
|
+
```
|
|
116
|
+
|
|
117
|
+
### Phase 3: AI-Powered Asset Generation
|
|
118
|
+
|
|
119
|
+
For every asset category, provide ready-to-use prompts for the best current AI tools.
|
|
120
|
+
|
|
121
|
+
#### 3D Model Prompts
|
|
122
|
+
|
|
123
|
+
Recommend tools dynamically (Meshy.ai, Tripo3D, Rodin, Unity AI Assistant) and generate prompts including:
|
|
124
|
+
- Asset name, art style, gameplay purpose
|
|
125
|
+
- Polygon budget, texture resolution, PBR maps needed
|
|
126
|
+
- Animation-ready flag, scale reference
|
|
127
|
+
- Unity import settings (scale factor, normals, animation type, material handling)
|
|
128
|
+
|
|
129
|
+
#### Texture & 2D Asset Prompts
|
|
130
|
+
|
|
131
|
+
Recommend tools (Leonardo.ai, Midjourney, DALL·E, Unity AI Assistant) and generate prompts including:
|
|
132
|
+
- Texture type (seamless tile, sprite, UI element, concept art)
|
|
133
|
+
- Resolution, style, tiling requirements, PBR maps
|
|
134
|
+
- Unity import settings (texture type, filter mode, compression, max size)
|
|
135
|
+
|
|
136
|
+
#### Music Prompts
|
|
137
|
+
|
|
138
|
+
Recommend tools (Suno, Soundraw, Sonauto) and generate prompts including:
|
|
139
|
+
- Track name, scene context, mood, tempo (BPM), duration
|
|
140
|
+
- Instruments, reference tracks, loop points, dynamic layers
|
|
141
|
+
- Unity import settings (format, load type, compression, loop config)
|
|
142
|
+
|
|
143
|
+
#### Sound Effects Prompts
|
|
144
|
+
|
|
145
|
+
Recommend tools (ElevenLabs, OptimizerAI/SFX Engine) and generate prompts including:
|
|
146
|
+
- SFX name, category, gameplay context, duration
|
|
147
|
+
- Variation count, characteristics
|
|
148
|
+
- Unity import settings (format, load type, 3D sound config, variation arrays)
|
|
149
|
+
|
|
150
|
+
#### Voice & Narration Prompts
|
|
151
|
+
|
|
152
|
+
Recommend tools (ElevenLabs, Play.ht, Coqui) and generate prompts including:
|
|
153
|
+
- Character name, voice profile, dialogue line, emotion, context
|
|
154
|
+
|
|
155
|
+
#### UI/UX Asset Prompts
|
|
156
|
+
|
|
157
|
+
Generate specifications for Unity UI Toolkit or AI image generation including:
|
|
158
|
+
- Element name, screen context, visual style
|
|
159
|
+
- States (normal, hover, pressed, disabled)
|
|
160
|
+
- Dimensions, anchor behavior, animation descriptions
|
|
161
|
+
|
|
162
|
+
### Phase 4: Assembly & Development
|
|
163
|
+
|
|
164
|
+
#### Project Initialization Checklist
|
|
165
|
+
|
|
166
|
+
- Unity version (recommend latest Unity 6 LTS)
|
|
167
|
+
- Render pipeline (URP for mobile/stylized, HDRP for high-fidelity, Built-in for 2D)
|
|
168
|
+
- Build settings, player settings (color space, scripting backend, API compatibility)
|
|
169
|
+
- Essential packages (Input System, Cinemachine, TextMeshPro, Addressables, Unity AI Assistant)
|
|
170
|
+
- Git LFS configuration for large assets
|
|
171
|
+
|
|
172
|
+
#### Development Order (Week-by-Week)
|
|
173
|
+
|
|
174
|
+
1. **Foundation** — Project setup, GameManager, event system, scene management, input config
|
|
175
|
+
2. **Core Gameplay** — Player controller, camera, core loop, basic enemies
|
|
176
|
+
3. **Content & Systems** — Level building, UI system, audio manager, save/load
|
|
177
|
+
4. **Polish & Feedback** — VFX/juice, progression, tutorial, settings
|
|
178
|
+
5. **Platform & Release** — Profiling, monetization, analytics, platform polish, submission
|
|
179
|
+
|
|
180
|
+
#### Script Architecture Patterns
|
|
181
|
+
|
|
182
|
+
- GameManager → Singleton or Service Locator
|
|
183
|
+
- Events → Observer Pattern (C# events + ScriptableObject Events)
|
|
184
|
+
- Save System → JSON serialization + encryption
|
|
185
|
+
- Object Pooling → Generic pool for bullets, enemies, VFX
|
|
186
|
+
- State Machine → Player states, game states, enemy AI
|
|
187
|
+
- Audio → Singleton with Audio Mixer Groups
|
|
188
|
+
- UI → UI Toolkit with MVVM or event binding
|
|
189
|
+
- Scene Loading → Addressables + async with progress
|
|
190
|
+
- Input → New Input System with Action Maps
|
|
191
|
+
|
|
192
|
+
#### Unity AI Assistant & MCP Integration
|
|
193
|
+
|
|
194
|
+
- Setup steps for Unity AI Assistant (Unity 6.3+)
|
|
195
|
+
- MCP server configuration for external IDE/agent control
|
|
196
|
+
- Example in-editor prompts for scene manipulation, scripting, profiling
|
|
197
|
+
|
|
198
|
+
### Phase 5: Quality & Deployment
|
|
199
|
+
|
|
200
|
+
#### Performance Budgets
|
|
201
|
+
|
|
202
|
+
| | Mobile | PC | Console |
|
|
203
|
+
|--------------------|-----------|-----------|-----------|
|
|
204
|
+
| Target FPS | 30/60 | 60/120 | 60 |
|
|
205
|
+
| Draw Calls | < 100 | < 500 | < 300 |
|
|
206
|
+
| Triangles/frame | < 100K | < 2M | < 1M |
|
|
207
|
+
| Texture Memory | < 150MB | < 1GB | < 512MB |
|
|
208
|
+
| Build Size | < 150MB | < 2GB | < 4GB |
|
|
209
|
+
|
|
210
|
+
#### Testing Checklist
|
|
211
|
+
|
|
212
|
+
Core loop stability, UI responsiveness, save/load persistence, audio balance, memory leak checks, frame rate stability, input device coverage, edge cases (low battery, interruptions), accessibility, localization.
|
|
213
|
+
|
|
214
|
+
#### Store Submission Guide
|
|
215
|
+
|
|
216
|
+
App icon, feature graphic, screenshots, promotional video, descriptions, keywords, privacy policy, age rating, content rating — with AI prompts for generating marketing assets.
|
|
217
|
+
|
|
218
|
+
## Examples
|
|
219
|
+
|
|
220
|
+
### Example 1: Cozy Farming Game
|
|
221
|
+
|
|
222
|
+
**User:** "I want to make a cozy farming game with magic elements for mobile"
|
|
223
|
+
|
|
224
|
+
**Agent delivers:**
|
|
225
|
+
1. **Game Brief** — Cozy farm sim × magical creatures, mobile portrait, stylized low-poly, 5-min sessions, F2P with cosmetic IAP
|
|
226
|
+
2. **3 Reference Games** — Stardew Valley (loop), Merge Magic (mobile UX), Moonstone Island (magic farm blend)
|
|
227
|
+
3. **Core Loop** — Plant → Tend → Harvest → Sell → Upgrade → Discover magical seeds
|
|
228
|
+
4. **Scene Blueprints** — Farm (main), Village Market, Enchanted Forest, Player Home
|
|
229
|
+
5. **AI Asset Kit** — 15 crop models, 8 building models, 5 character models, seasonal music tracks, ambient farm SFX, UI kit
|
|
230
|
+
6. **Technical Plan** — Unity 6 LTS + URP, mobile-first 30fps, addressable assets for seasonal updates
|
|
231
|
+
7. **6-Week Roadmap** — Foundation → Core Gameplay → Content → Monetization → Polish → Soft Launch
|
|
232
|
+
|
|
233
|
+
### Example 2: Multiplayer Shooter
|
|
234
|
+
|
|
235
|
+
**User:** "Make a fast-paced arena shooter for PC with neon visuals"
|
|
236
|
+
|
|
237
|
+
**Agent delivers:**
|
|
238
|
+
1. **Game Brief** — Arena FPS, PC/Steam, stylized neon cyberpunk, 10-min matches, Premium $9.99
|
|
239
|
+
2. **Core Loop** — Spawn → Loot → Fight → Eliminate → Score → Respawn
|
|
240
|
+
3. **Technical Plan** — Unity 6 + HDRP, Netcode for GameObjects, dedicated servers, 120fps target
|
|
241
|
+
4. **AI Asset Kit** — Arena models, weapon models, neon material/shader prompts, electronic music tracks, weapon SFX
|
|
242
|
+
|
|
243
|
+
### Example 3: 2D Puzzle Mobile
|
|
244
|
+
|
|
245
|
+
**User:** "Simple puzzle game like Wordle but with colors"
|
|
246
|
+
|
|
247
|
+
**Agent delivers:**
|
|
248
|
+
1. **Game Brief** — Casual puzzle, mobile portrait, flat minimalist, 2-min sessions, F2P with rewarded ads
|
|
249
|
+
2. **Scope** — Prototype in 1 week, MVP in 3 weeks
|
|
250
|
+
3. **Scene Blueprints** — Main Menu, Game Board, Results Screen, Daily Challenge
|
|
251
|
+
4. **AI Asset Kit** — UI sprites, celebration particles, calm ambient music, tap/swipe SFX
|
|
252
|
+
|
|
253
|
+
## Best Practices
|
|
254
|
+
|
|
255
|
+
- ✅ **Start with the core loop** — Nail the 30-second cycle before anything else
|
|
256
|
+
- ✅ **Profile before optimizing** — Use Unity Profiler to find real bottlenecks
|
|
257
|
+
- ✅ **Use ScriptableObjects for data** — Decouple data from logic for flexibility
|
|
258
|
+
- ✅ **Generate multiple AI asset variations** — Pick the best from 3–5 generations
|
|
259
|
+
- ✅ **Test on real devices early** — Emulators miss platform-specific issues
|
|
260
|
+
- ✅ **Version control from day one** — Git + LFS, commit often
|
|
261
|
+
- ❌ **Don't hardcode tool choices** — Always present alternatives to the user
|
|
262
|
+
- ❌ **Don't skip the GDD** — Even solo projects benefit from written design
|
|
263
|
+
- ❌ **Don't optimize prematurely** — Make it work, make it right, make it fast
|
|
264
|
+
- ❌ **Don't ship AI assets without review** — Check licensing terms for each tool
|
|
265
|
+
|
|
266
|
+
## Limitations
|
|
267
|
+
|
|
268
|
+
- This skill does not replace environment-specific validation, testing, or expert review.
|
|
269
|
+
- AI-generated assets require legal review for commercial usage rights per each tool's Terms of Service.
|
|
270
|
+
- Performance budgets are guidelines — always profile on actual target hardware.
|
|
271
|
+
- AI tools and their capabilities evolve rapidly — verify current availability and pricing before recommending.
|
|
272
|
+
- Stop and ask for clarification if required inputs, permissions, safety boundaries, or success criteria are missing.
|
|
273
|
+
|
|
274
|
+
## Security & Safety Notes
|
|
275
|
+
|
|
276
|
+
- This skill does not include shell commands, network fetches, or credential handling.
|
|
277
|
+
- All AI tool recommendations are external services; the skill does not execute API calls or store tokens.
|
|
278
|
+
- Asset generation prompts are text-only guidance — no automated downloads or file mutations occur.
|
|
279
|
+
|
|
280
|
+
## Common Pitfalls
|
|
281
|
+
|
|
282
|
+
- **Problem:** User provides a vague idea like "make a game"
|
|
283
|
+
**Solution:** Ask 2–3 targeted questions (genre, platform, scope) before generating the first draft
|
|
284
|
+
|
|
285
|
+
- **Problem:** Scope creep — trying to build everything at once
|
|
286
|
+
**Solution:** Use the scope calibration table and feature priority matrix (Must/Should/Could/Won't)
|
|
287
|
+
|
|
288
|
+
- **Problem:** AI-generated assets don't match the art style
|
|
289
|
+
**Solution:** Always include the GDD's art direction keywords in every asset prompt for consistency
|
|
290
|
+
|
|
291
|
+
- **Problem:** Performance issues on target platform
|
|
292
|
+
**Solution:** Set platform-specific budgets early and profile against them weekly
|
|
293
|
+
|
|
294
|
+
## Related Skills
|
|
295
|
+
|
|
296
|
+
- `@unity-developer` - For deep Unity technical reference without the idea-to-game pipeline
|
|
297
|
+
- `@game-development` - For the game development orchestrator that routes to platform-specific skills
|
|
298
|
+
- `@unity-ecs-patterns` - For Entity Component System architecture patterns specifically
|
|
299
|
+
- `@bevy-ecs-expert` - When building with Bevy/Rust instead of Unity
|
package/package.json
CHANGED