Topic: anthropic
9,221 skills in this topic.
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story-readiness
Validate that a story file is implementation-ready. Checks for embedded GDD requirements, ADR references, engine notes, clear acceptance criteria, and no open design questions. Produces READY / NEEDS WORK / BLOCKED verdict with specific gaps. Use when user says 'is this story ready', 'can I start on this story', 'is story X ready to implement'.
Donchitos/Claude-Code-Game-Studios 8,725
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team-live-ops
Orchestrate the live-ops team for post-launch content planning: coordinates live-ops-designer, economy-designer, analytics-engineer, community-manager, writer, and narrative-director to design and plan a season, event, or live content update.
Donchitos/Claude-Code-Game-Studios 8,725
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soak-test
Generate a soak test protocol for extended play sessions. Defines what to observe, measure, and log during long play sessions to surface slow leaks, fatigue effects, and edge cases that only appear after sustained play. Primarily used in Polish and Release phases.
Donchitos/Claude-Code-Game-Studios 8,725
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test-setup
Scaffold the test framework and CI/CD pipeline for the project's engine. Creates the tests/ directory structure, engine-specific test runner configuration, and GitHub Actions workflow. Run once during Technical Setup phase before the first sprint begins.
Donchitos/Claude-Code-Game-Studios 8,725
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asset-spec
Generate per-asset visual specifications and AI generation prompts from GDDs, level docs, or character profiles. Produces structured spec files and updates the master asset manifest. Run after art bible and GDD/level design are approved, before production begins.
Donchitos/Claude-Code-Game-Studios 8,725
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create-control-manifest
After architecture is complete, produces a flat actionable rules sheet for programmers — what you must do, what you must never do, per system and per layer. Extracted from all Accepted ADRs, technical preferences, and engine reference docs. More immediately actionable than ADRs (which explain why).
Donchitos/Claude-Code-Game-Studios 8,725
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quick-design
Lightweight design spec for small changes — tuning adjustments, minor mechanics, balance tweaks. Skips full GDD authoring when a system GDD already exists or the change is too small to warrant one. Produces a Quick Design Spec that embeds directly into story files.
Donchitos/Claude-Code-Game-Studios 8,725
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ux-review
Validates a UX spec, HUD design, or interaction pattern library for completeness, accessibility compliance, GDD alignment, and implementation readiness. Produces APPROVED / NEEDS REVISION / MAJOR REVISION NEEDED verdict with specific gaps.
Donchitos/Claude-Code-Game-Studios 8,725
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architecture-decision
Creates an Architecture Decision Record (ADR) documenting a significant technical decision, its context, alternatives considered, and consequences. Every major technical choice should have an ADR.
Donchitos/Claude-Code-Game-Studios 8,725
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dev-story
Read a story file and implement it. Loads the full context (story, GDD requirement, ADR guidelines, control manifest), routes to the right programmer agent for the system and engine, implements the code and test, and confirms each acceptance criterion. The core implementation skill — run after /story-readiness, before /code-review and /story-done.
Donchitos/Claude-Code-Game-Studios 8,725
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team-narrative
Orchestrate the narrative team: coordinates narrative-director, writer, world-builder, and level-designer to create cohesive story content, world lore, and narrative-driven level design.
Donchitos/Claude-Code-Game-Studios 8,725
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team-level
Orchestrate level design team: level-designer + narrative-director + world-builder + art-director + systems-designer + qa-tester for complete area/level creation.
Donchitos/Claude-Code-Game-Studios 8,725
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localize
Full localization pipeline: scan for hardcoded strings, extract and manage string tables, validate translations, generate translator briefings, run cultural/sensitivity review, manage VO localization, test RTL/platform requirements, enforce string freeze, and report coverage.
Donchitos/Claude-Code-Game-Studios 8,725
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skill-improve
Improve a skill using a test-fix-retest loop. Runs static checks, proposes targeted fixes, rewrites the skill, re-tests, and keeps or reverts based on score change.
Donchitos/Claude-Code-Game-Studios 8,725
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sprint-plan
Generates a new sprint plan or updates an existing one based on the current milestone, completed work, and available capacity. Pulls context from production documents and design backlogs.
Donchitos/Claude-Code-Game-Studios 8,725
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assets-modify
Modify asset file in the project. Use 'assets-get-data' tool first to inspect the asset structure before modifying. Not allowed to modify asset file in 'Packages/' folder. Please modify it in 'Assets/' folder.
IvanMurzak/Unity-MCP 2,087
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assets-delete
Delete the assets at paths from the project. Does AssetDatabase.Refresh() at the end. Use 'assets-find' tool to find assets before deleting.
IvanMurzak/Unity-MCP 2,087
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github-pr-review-fix
Review and resolve PR comments from GitHub. Validates each comment, fixes legitimate issues.
IvanMurzak/Unity-MCP 2,087
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assets-get-data
Get asset data from the asset file in the Unity project. It includes all serializable fields and properties of the asset. Use 'assets-find' tool to find asset before using this tool.
IvanMurzak/Unity-MCP 2,087
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assets-create-folder
Creates a new folder in the specified parent folder. The parent folder string must start with the 'Assets' folder, and all folders within the parent folder string must already exist. For example, when specifying 'Assets/ParentFolder1/ParentFolder2/', the new folder will be created in 'ParentFolder2' only if ParentFolder1 and ParentFolder2 already exist. Use it to organize scripts and assets in the project. Does AssetDatabase.Refresh() at the end. Returns the GUID of the newly created folder, if successful.
IvanMurzak/Unity-MCP 2,087
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build-cli
Build the unity-mcp-cli TypeScript CLI tool and link it globally for terminal use.
IvanMurzak/Unity-MCP 2,087
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assets-find
Search the asset database using the search filter string. Allows you to search for Assets. The string argument can provide names, labels or types (classnames).
IvanMurzak/Unity-MCP 2,087
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assets-copy
Copy assets at given paths and store them at new paths. Does AssetDatabase.Refresh() at the end. Use 'assets-find' tool to find assets before copying.
IvanMurzak/Unity-MCP 2,087
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assets-material-create
Create new material asset with default parameters. Creates folders recursively if they do not exist. Provide proper 'shaderName' - use 'assets-shader-list-all' tool to find available shaders.
IvanMurzak/Unity-MCP 2,087