By fcsouza
Build complete game architectures from design to deployment using TypeScript, Bun, Drizzle, and Redis. Generate genre-agnostic design docs, implement multiplayer backends with WebSockets, set up economies, auth, payments, and CI/CD pipelines.
Comprehensive game MVP interviewer and planner. Interviews you in progressive groups, researches genre conventions and reference games, then produces an actionable MVP First Draft with starter project files.
Execute in this exact order:
Builds a game component from the MVP plan — production TypeScript + Vitest tests + mock dependencies + build registry tracking. Run /game-architect first to generate the plan.
Adds a new feature to an existing MVP plan — scoped architect interview, scope validation against original plan, and integration into the build sequence. Run /game-architect first.
Adds or updates a single world lore entry (faction, location, NPC, or event) — validates against existing lore for consistency, applies the right template, and updates docs/world-lore.md.
Use for game design work — core loops, economy balance, level design, progression systems, UX flows, feature specs. Triggers on: design, balance, economy, progression, player experience, core loop, level design, UI flow, game feel, monetization, retention.
Use for implementing server-side game systems — schemas, API routes, WebSocket handlers, job queues, Redis patterns, auth, and payments. Triggers on: implement, add endpoint, create schema, set up queue, write migration, add WebSocket, fix bug, server-side, backend.
Use for all narrative content — quests, characters, NPCs, world lore, story arcs, factions, dialogue. Triggers on: create quest, add character, write NPC, world lore, story arc, faction, dialogue, narrative, coherence check.
Use when designing core game loops, feedback systems, player motivation models, MDA framework analysis, progression curves, difficulty tuning, reward schedules, or any genre-agnostic game design theory.
Use when designing virtual economies, currencies, sink/faucet balance, loot tables, crafting systems, shops, or inflation control. Triggers: economy, currency, sinks, loot, inflation, crafting, shop.
Use when designing game levels, environments, difficulty curves, pacing, encounter placement, or spatial layouts for any game genre. Triggers: level, pacing, difficulty curve, encounter, environment, spatial design.
Use when implementing procedural content generation, dungeon or map generation, procedural loot tables, world seeds, noise-based terrain, NPC behavior variation, or wave function collapse. Triggers: procedural, dungeon gen, map gen, loot table, world seed, noise, BSP, wave function collapse, randomization.
Use when designing quests, missions, objectives, quest trees, or reward structures. Requires quest-narrative-coherence check before any quest creation. Triggers: quest, mission, objectives, quest tree, rewards.
Executes bash commands
Hook triggers when Bash tool is used
Modifies files
Hook triggers on file write and edit operations
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Verify ownership to unlock analytics, metadata editing, and a verified badge. GitHub access is read-only (username + org membership).
Sign in to claimBased on adoption, maintenance, documentation, and repository signals. Not a security audit or endorsement.
Requires secrets
Needs API keys or credentials to function
Requires secrets
Needs API keys or credentials to function
Uses power tools
Uses Bash, Write, or Edit tools
Uses power tools
Uses Bash, Write, or Edit tools
Production-grade skills for AI coding agents (OpenClaw, Claude Code, and others).
Built by Fabricio Cavalcante — Software Engineer & AI Specialist.
Plugins are complete workflow bundles — skills + agents + hooks working together as an integrated system. Install a plugin to get the full experience.
| Plugin | Description | Platform |
|---|---|---|
| game-dev | 26 skills, 7 commands, 3 agents, 5 hooks — complete game development workflow with engineering, design, narrative, and infrastructure | Game Dev |
Skills are individual, cherry-pickable modules. Install only what you need.
| Skill | Description | Platform |
|---|---|---|
| openclaw-genie | Comprehensive OpenClaw gateway skill — installation, configuration, 38+ channels, memory, tools, hooks, deployment, multi-agent | OpenClaw |
| react-animations | React animation patterns and utilities | React |
| Skill | Description |
|---|---|
| game-design-fundamentals | Core loops, MDA framework, progression curves |
| game-economy-design | Virtual economies, currencies, loot tables |
| level-design | Levels, environments, difficulty curves |
| procedural-gen | Dungeon gen, noise terrain, wave function collapse |
| quest-mission-design | Quests, objectives, quest trees |
| skill-progression-trees | Skill trees, talent trees, unlock graphs |
| ui-ux-game | HUD, menus, onboarding, accessibility |
| Skill | Description |
|---|---|
| betterauth-integration | Auth, OAuth, JWT, RBAC |
| bullmq-game-queues | Job queues, async events, scheduled tasks |
| elevenlabs-sound-music | SFX generation, adaptive music, voice acting |
| game-backend-architecture | Game servers, WebSocket, rooms, tick loops |
| game-state-sync | Client-server sync, rollback netcode, delta compression |
| gameplay-analytics | Retention analytics, funnels, D1/D7/D30 |
| matchmaking-system | Matchmaking, lobbies, ELO, skill-based queues |
| postgres-game-schema | Game DB schemas, Drizzle ORM, inventory |
| redis-game-patterns | Caching, leaderboards, pub/sub, rate limiting |
| stripe-game-payments | In-app purchases, subscriptions, webhooks |
| Skill | Description |
|---|---|
| ci-cd-game | CI/CD pipelines, GitHub Actions, deployment |
| claude-code-game-workflow | Entry point for AI agents on game projects |
| cursor-codex-integration | Cursor IDE, .cursorrules, Codex setup |
| monitoring-game-ops | Monitoring, logging, telemetry, alerts |
| Skill | Description |
|---|---|
| character-design-narrative | Characters, NPCs, dialogue, archetypes |
| quest-narrative-coherence | Narrative coherence check, lore validation |
| story-structure-game | Branching narratives, player agency, story arcs |
| worldbuilding | Lore, factions, geography, world bibles |
All skills follow a flat layout:
skills/<skill-name>/
├── README.md # Overview and installation instructions
├── SKILL.md # Main skill file (YAML frontmatter + body)
├── boilerplate/ # Starter code to copy and customize (optional)
├── templates/ # Document and config templates (optional)
├── references/ # Deep-dive reference files (optional)
└── ARCHITECTURE.md # System design decisions (optional)
SKILL.md is always the entry point — read this firstboilerplate/ files are starter code, copy and customizetemplates/ are document/config templates to fill inARCHITECTURE.md explains system design decisions/plugin marketplace add fcsouza/agent-skills
/plugin install game-dev@fcsouza-agent-skills
See plugins/game-dev/README.md for the full skill index, commands, and agents.
npx claudepluginhub fcsouza/agent-skills --plugin standalone-skillsAccess thousands of AI prompts and skills directly in your AI coding assistant. Search prompts, discover skills, save your own, and improve prompts with AI.
Feature development with code-architect/explorer/reviewer agents, CLAUDE.md audit and session learnings, and Agent Skills creation with eval benchmarking from Anthropic.
Production-grade engineering skills for AI coding agents — covering the full software development lifecycle from spec to ship.
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