Game development specialists for major engines and frameworks. Includes agents for Unity (C#), Godot (GDScript), Phaser (TypeScript web games), Three.js (3D web), and a generalist game-architect. Covers design patterns, performance optimization, cross-platform deployment, and game-specific architecture concerns. Depends on atum-core.
npx claudepluginhub arnwaldn/atum-plugins-collection --plugin atum-gamedevGame design and technical architecture specialist orchestrating engine selection, core systems design, and project scaffolding. Routes to engine-specific experts (Phaser/Three.js/Godot/Unity) and chooses templates by game type (2D web, 3D web, multiplayer, roguelike, puzzle, native VR/AR). Use when starting a new game project, choosing a game engine, designing core systems (ECS, game loop, state machines), or generating a Game Design Document with story/gameplay/visual/tech perspectives.
Godot 4.x specialist for 2D/3D indie games. Covers GDScript modern patterns (typed variables, signals, @export, @onready), scene tree and node composition, physics (CharacterBody2D/3D, RigidBody, Area2D), AnimationPlayer and AnimationTree, Control nodes for UI, autoloads as singletons, custom Resources, multi-platform export (Windows/macOS/Linux/Android/iOS/HTML5). Use when working with Godot projects, .tscn scenes, .gd scripts, or Godot-specific APIs.
Phaser 3 specialist for 2D web games. Covers scene lifecycle (init/preload/create/update), Arcade Physics for performant platformers/shooters, Matter.js for realistic physics, sprite animations and texture atlases, tilemaps with Tiled Map Editor integration, particle systems, input handling (keyboard/touch/gamepad), mobile optimization with virtual joysticks. Use when building 2D browser games — platformers, puzzles, arcade games, shooters, or mobile web games — with Phaser.
Three.js specialist for 3D web games and interactive experiences. Covers scene graph and Object3D hierarchy, cameras (Perspective/Orthographic, OrbitControls, PointerLockControls), lighting (ambient/directional/point/spot, PCFSoftShadowMap, HDR environment maps), PBR materials and custom GLSL shaders, post-processing with EffectComposer, physics integration (Cannon-es / Rapier WASM / Ammo.js), GLTF/GLB model pipeline with Draco compression, WebXR (VR/AR/hand tracking/spatial audio). Use when building 3D browser games, racing games, FPS, exploration games, WebXR experiences, or any Three.js project.
Unity 6 specialist for native 3D/2D games, VR/AR, and console builds. Covers C# 12 patterns (records, pattern matching, async/await), ScriptableObject event architecture, DOTS/ECS with Jobs and Burst, Object Pooling, URP/HDRP render pipelines, Shader Graph, new Input System, Addressables, Netcode for GameObjects, XR Interaction Toolkit, AR Foundation. Use when working with Unity projects, .unity scenes, .prefab files, MonoBehaviour scripts, or any Unity-specific API.
Game asset pipeline pattern library — texture compression per platform (ASTC for mobile iOS/Android, BC7 for desktop, ETC2 for legacy Android, BCn for consoles), texture atlasing for sprite batching (TexturePacker, Sprite Atlas Unity, AtlasTexture Godot), mesh LOD groups (high/medium/low/billboard) and Nanite virtualized geometry Unreal 5, Mipmaps + filtering (anisotropic, trilinear), normal map encoding, audio compression (Ogg Vorbis quality settings, IMA ADPCM for mobile, streamed vs preloaded), animation compression and bone optimization, asset bundling per scene/level (Unity Addressables groups, Godot resource grouping, Unreal Pak files), Universal Asset Loader patterns, asset preprocessor scripts (texture import settings, mesh import settings), Wwise / FMOD audio middleware integration, Substance Painter / Designer texture pipeline, Marmoset Toolbag baking, Houdini procedural assets, Blender + DCC export pipelines (FBX vs glTF vs USD), version control for binary assets (Git LFS, Plastic SCM, Perforce), and asset validation hooks (no orphaned assets, naming conventions, polycount budgets, texture memory budgets). Use when setting up an asset pipeline from scratch, optimizing existing asset memory budget, choosing texture compression for target platforms, integrating audio middleware, or auditing build size. Differentiates from generic deployment skills by game-specific concerns (texture compression, mesh LODs, audio middleware, GPU memory budgets).
Multiplayer game networking pattern library — choice between client-server (server-authoritative, anti-cheat friendly, server costs) vs peer-to-peer (cheap, NAT punch-through, dedicated host elected) vs deterministic lockstep (RTS / fighting games, perfect sync but rollback complex), Unity Netcode for GameObjects (NGO replacing UNet/Mirror, Unity Transport, RPCs, NetworkVariables, ownership), Mirror Networking (open source, mature, KCP/Telepathy/Steamworks transports), Photon (PUN2 legacy, Fusion modern with prediction + rollback, Quantum deterministic), Godot 4 high-level multiplayer API (MultiplayerSpawner + MultiplayerSynchronizer + RPC, ENet/WebSocket/WebRTC backends), Unreal Replication system (Replicated UPROPERTY, RepNotify, Net Roles, RPC types Server/Client/NetMulticast), netcode patterns (client-side prediction, server reconciliation, lag compensation, interpolation, extrapolation, snapshot interpolation, delta compression), matchmaking (Steam Lobby, EOS, Unity Lobby + Relay, PlayFab, GameLift), dedicated server hosting (GameLift, PlayFab Multiplayer Servers, Hathora, Edgegap), VOIP (Vivox, Photon Voice, Wwise), and anti-cheat (EAC Easy Anti-Cheat, BattlEye, Wellbia XIGNCODE3). Use when implementing multiplayer in any game (co-op, competitive, MMO, real-time, turn-based), choosing between architectural models, or hardening an existing netcode against cheaters and lag. Differentiates from generic backend WebSocket patterns by game-specific concerns (tick rate, prediction, rollback, anti-cheat, deterministic simulation).
Godot 4 game engine pattern library — GDScript 2 (typed) + GDExtension (C++ for performance hot paths) + C# (Mono build), Scenes + Nodes + Signals architecture (composition over inheritance via packed scenes), Autoload singletons (config, audio, scene transitions, save manager), Resources + custom Resource classes (data-driven design like Unity ScriptableObjects), AnimationPlayer + AnimationTree + StateMachine playback, Tween + Easing for scripted animations, Physics 2D / 3D (RigidBody, CharacterBody, Area, RayCast), Navigation 2D / 3D + NavigationMesh baking, Tilemap + TerrainSet for level design, Input mapping (InputMap actions in Project Settings), Theme system for UI, Control nodes hierarchy (anchors / containers / theme overrides), Forward+ vs Mobile vs Compatibility renderer choice, GLES3 / Vulkan / Metal backend, Shader language (visual ShaderGraph or text .gdshader), GDExtension for native libraries (replaces deprecated GDNative), export templates per platform (Windows/Linux/Mac/Android/iOS/HTML5), and Godot 4 LSP for VS Code. Use when developing Godot 4 games (2D platformer, 3D RPG, mobile, web HTML5), choosing between GDScript / C# / GDExtension, structuring scenes hierarchically, or auditing performance. Differentiates from Unity patterns by Godot-specific node tree paradigm and signal-based event system.
Unity game engine pattern library — Unity 6 / 2023.x LTS, MonoBehaviour vs DOTS/ECS architecture choice (Entities + Components + Systems for massive scale, MonoBehaviour for traditional gameplay), ScriptableObjects for data-driven design (configs, items, abilities, dialogue), Addressables for asset streaming + remote content + memory budget control, UI Toolkit (UXML/USS/runtime API replacing legacy uGUI), Input System package (Action Maps, Control Schemes, rebinding), URP / HDRP render pipelines (Shader Graph nodes vs HLSL handwritten), Cinemachine for cameras, Timeline for cutscenes, Animation Rigging + Animator state machines + Mecanim, Job System + Burst compiler for parallelism, NavMesh + AI Navigation for pathfinding, Physics 3D (Rigidbody, Colliders, Triggers, Layers, Joints), Unity Test Framework (PlayMode + EditMode + parameterized tests), AssetBundles vs Addressables migration, IL2CPP build, Editor scripting (CustomEditor, PropertyDrawer, EditorWindow), version control with .gitignore Unity-specific, and Unity Cloud Build integration. Use when developing any Unity game (mobile, PC, console, WebGL, XR), choosing architecture between MonoBehaviour and DOTS, setting up UI Toolkit, hardening project structure, or auditing performance. Differentiates from generic patterns by Unity-specific APIs and the Unity Editor workflow.
Comprehensive skill pack with 66 specialized skills for full-stack developers: 12 language experts (Python, TypeScript, Go, Rust, C++, Swift, Kotlin, C#, PHP, Java, SQL, JavaScript), 10 backend frameworks, 6 frontend/mobile, plus infrastructure, DevOps, security, and testing. Features progressive disclosure architecture for 50% faster loading.
Uses power tools
Uses Bash, Write, or Edit tools
Use this agent when you need expert assistance with React Native development tasks including code analysis, component creation, debugging, performance optimization, or architectural decisions. Examples: <example>Context: User is working on a React Native app and needs help with a navigation issue. user: 'My stack navigator isn't working properly when I try to navigate between screens' assistant: 'Let me use the react-native-dev agent to analyze your navigation setup and provide a solution' <commentary>Since this is a React Native specific issue, use the react-native-dev agent to provide expert guidance on navigation problems.</commentary></example> <example>Context: User wants to create a new component that follows the existing app structure. user: 'I need to create a custom button component that matches our app's design system' assistant: 'I'll use the react-native-dev agent to create a button component that aligns with your existing codebase structure and design patterns' <commentary>The user needs React Native component development that should follow existing patterns, so use the react-native-dev agent.</commentary></example>
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Upstash Context7 MCP server for up-to-date documentation lookup. Pull version-specific documentation and code examples directly from source repositories into your LLM context.
Claude Code skills for Godot 4.x game development - GDScript patterns, interactive MCP workflows, scene design, and shaders
Orchestrate multi-agent teams for parallel code review, hypothesis-driven debugging, and coordinated feature development using Claude Code's Agent Teams