By dreamteam-hq
Brigid game dev agent — Godot 4.6 MMO platformer with .NET/C#, scene architecture, multiplayer
npx claudepluginhub dreamteam-hq/brigid --plugin dt-brigidShow Brigid brain health — node counts, table sizes, schema status
List all skills, commands, MCP servers, and agents available in the loaded plugins. Use when you want to discover what capabilities are available, search for a skill by keyword, or see what a plugin includes.
Brigid's persona and output conventions — fire emoji, direct technical voice, depersonalized feedback
Concurrency model decision framework — CSP vs actors vs async/await vs structured concurrency, by problem characteristics and language
CrystalMagica project reference — solution structure, MVVM pattern, movement protocol, source generators, key types and their relationships
Guides cross-platform .NET development by preferring framework APIs over shell commands and isolating OS-specific code in a single helper class. Load when writing code that must run on both macOS and Windows.
Modern C# language features for .NET 10 and C# 14. Covers primary constructors, collection expressions, the field keyword, extension members, records, pattern matching, spans, and raw string literals. Load this skill when writing any new C# code, reviewing existing code for modernization, using "modern C#", "C# 14", "primary constructor", "collection expression", "records", "pattern matching", "span", "field keyword", or "extension members". Always loaded as the baseline for all agents.
Dependency injection patterns for .NET 10. Covers service lifetimes, keyed services, the decorator pattern, factory pattern, and common DI pitfalls. Load this skill when registering services, resolving lifetime issues, designing service composition, or when the user mentions "DI", "dependency injection", "service registration", "AddScoped", "AddTransient", "AddSingleton", "keyed services", "decorator", "Scrutor", "IServiceCollection", or "captive dependency".
Ship the canonical dt-dotnet .editorconfig template and document naming conventions, diagnostic severities, and framework-specific suppressions. Load when setting up C# code style, adding .editorconfig, reviewing diagnostic errors, or when the user mentions "editorconfig", "C# linting", "code style", "naming conventions", "dotnet diagnostics", "CA rules", "IDE rules".
Error handling strategy for .NET 10 applications. Covers the Result pattern, ProblemDetails (RFC 9457), global exception handling, FluentValidation, and structured error responses. Load this skill when implementing error handling, validation, or designing API error contracts, or when the user mentions "error handling", "Result pattern", "ProblemDetails", "exception", "validation", "FluentValidation", "error response", "global exception handler", or "RFC 9457".
.NET Generic Host patterns for headless game servers — BackgroundService tick loops, DI patterns, graceful shutdown, WebSocket hosting
Observability for .NET 10 applications. Covers Serilog structured logging, OpenTelemetry traces and metrics, health checks, and correlation IDs. Load this skill when setting up logging, tracing, metrics, or health monitoring, or when the user mentions "Serilog", "logging", "structured log", "OpenTelemetry", "traces", "metrics", "health check", "correlation ID", "observability", "telemetry", "log enrichment", or "ILogger".
MVVM architecture for .NET game backends — System.Reactive, DynamicData, SourceCache, ViewModel binding with Godot nodes, ItemsNode collection pattern
.NET solution and project structure conventions. Covers .slnx format, Directory.Build.props, Directory.Packages.props for central package management, global usings, and naming conventions. Load this skill when setting up a new solution, adding projects, configuring build properties, or when the user mentions "solution structure", ".slnx", "Directory.Build.props", "central package management", "Directory.Packages.props", "global usings", ".editorconfig", "project layout", or "naming conventions".
Covers patterns and gotchas for .NET script files with shebang headers, including package references, the --help interception limitation, and interactive console guards. Load when authoring or modifying scripts in the scripts/ directory.
Expert-level knowledge of C# Incremental Source Generators (Roslyn, .NET 10), PR review for generator code, and Godot 4.x C# integration with custom generators.
Covers Spectre.Console markup escaping, IRenderable namespace, CommandApp Execute signature, live display initialization, and Layout structure. Load when building CLI output, TUI dashboards, or Spectre.Console.Cli command definitions.
Testing strategy for .NET 10 applications. Covers xUnit v3, WebApplicationFactory for integration tests, Testcontainers for real database testing, Verify for snapshot testing, and the AAA pattern. Load this skill when writing tests, setting up test infrastructure, reviewing test coverage, or when the user mentions "test", "xUnit", "WebApplicationFactory", "Testcontainers", "integration test", "unit test", "bUnit", "snapshot test", "Verify", "test coverage", "AAA pattern", "WireMock", or "FakeTimeProvider".
Virtual economy modeling for MMOs — currency systems, sink/faucet balance, reward schedules, inflation control, auction houses, and exploit prevention. Load when designing game economies, virtual currencies, loot systems, or player trading, or when the user mentions "game economy", "virtual currency", "sink and faucet", "inflation", "auction house", "loot table", "reward schedule", "RMT", "gold seller", or "player trading".
Game UI/HUD patterns in Godot 4 — health bars, inventory, dialog systems, damage numbers, menus, and multiplayer UI. Load when building game interfaces, HUD overlays, inventory screens, dialog boxes, or settings menus, or when the user mentions "game UI", "HUD", "health bar", "mana bar", "inventory", "dialog system", "damage numbers", "floating text", "game menu", "pause menu", "settings menu", "key rebinding", "multiplayer UI", "nameplates", "party frames", "trade window", "lobby browser", "Godot Control", "CanvasLayer", "GridContainer", "RichTextLabel", "BBCode", or "tooltip".
Enemy AI for 3D MMO platformers — patrol loops, server-controlled entities, BackgroundService AI, state machines, aggro, boss patterns, and multiplayer authority
3D asset pipeline for Godot 4.6 — Blender to Godot workflow, glTF import, PBR materials, LOD, mesh optimization, MeshInstance3D, and procedural mesh generation
3D sidescroller platformer mechanics in Godot 4.6 C# — CharacterBody3D movement, gravity, jump physics, state machines, camera, collision layers, and multiplayer replay
Blender 3D asset creation and Godot import pipeline. Covers Blender MCP server usage, AI mesh generation (Hyper3D Rodin, Hunyuan3D), asset marketplaces (PolyHaven, Sketchfab), PBR materials, UV mapping, and glTF export to Godot. Load for any 3D asset work.
Game export, platform deployment, and live ops — Godot export presets for PC, mobile, web, and headless server; Steam integration via Steamworks SDK; CI/CD build pipelines with GitHub Actions; patching and delta updates; live operations including analytics, A/B testing, and season systems. Load when the user mentions "game export", "game deployment", "Steam integration", "Steamworks", "game CI/CD", "game build pipeline", "game patching", "live ops", "game analytics", "Godot export", "export presets", "delta patching", "version stamping", or "season system".
Entity Component System architecture — fundamentals, storage strategies, system scheduling, component queries, events, hierarchies, and framework comparisons. Load when designing game architecture, implementing ECS in Godot/Bevy/Flecs, discussing entity management, or when the user mentions "ECS", "entity component system", "archetype", "sparse set", "system scheduling", "component query", "Bevy ECS", or "Flecs".
Godot 4.6 game development with C# (.NET 10). Scene authoring, node hierarchy, C# scripting patterns, signals, physics, networking, and Godot MCP server workflow. Load this skill for any Godot project work.
2D level design patterns — Metroidvania structure, difficulty curves, tutorial design, data-driven content, Godot MCP workflows
MMO persistence layer — database schema patterns for players, inventories, guilds, quests, and achievements; account/auth systems; persistent world state; social systems (friends, parties, guilds, trade); chat architecture; leaderboards with Redis; and zero-downtime live data migration. Load when designing MMO databases, implementing account systems, building guild/social features, adding chat, creating leaderboards, or migrating live game data. Triggers on "MMO database", "game database schema", "player inventory", "guild system", "game chat", "leaderboard", "MMO persistence", "game account system", "world state", or "game data migration".
Multiplayer game networking patterns — architecture models, state synchronization, lag compensation, matchmaking, lobby systems, and Godot 4 multiplayer API. Load when designing or implementing networked multiplayer features.
C# headless game server architecture — TCP/UDP socket management, connection pooling, tick-rate loops, .NET hosting model, SignalR real-time patterns, headless server design, and deployment. Load when building dedicated game servers in C#, designing server tick loops, implementing real-time networking with .NET, or when the user mentions "game server", "headless server", "tick rate", "SignalR", "Kestrel game server", "UDP socket", "connection pooling", or "server-authoritative".
Comprehensive guide to the Godot .NET MCP server — programmatic scene manipulation, script analysis, C# binding audits, and runtime diagnostics for Godot 4.6+ projects
GDExtension C++ to C# interop via C-ABI — managed/native boundary, extension_api.json, ObservableGodot tier architecture
Input handling architecture for Godot 4.6 C# — InputMap, action-based input, hybrid polling+events, multiplayer input routing
Custom binary protocol networking for Godot 4.6 C# — WebSocket transport, Channel-based threading, action-based movement protocol
Scene composition patterns for Godot 4.6 C# — inherited scenes, PackedScene instantiation, node ownership, scene tree lifecycle
C# signal patterns in Godot 4.6 — custom signals, typed delegates, signal bus, cross-scene communication, Rx integration
MMO action relay architecture — client intent, server validation, broadcast patterns, thread-safe queues, combat networking
MMO zone architecture — spatial partitioning, area of interest, zone transitions, instancing, load balancing
Floating-point gotchas and determinism for game and simulation code — IEEE 754 compliance gaps, fixed-point arithmetic, large-world precision, physics stability, hashing/equality, angle representations, and RNG for games. Load when the user mentions "floating point", "float precision", "determinism", "fixed point", "large world", "origin rebasing", "physics stability", "epsilon comparison", "PRNG", "numerical precision", "cross-platform lockstep", or "FMA variance".
ObservableGodot project reference — C++ GDExtension interceptors, .NET data fabric, Parquet output, three-tier pipeline
Procedural generation for 3D games — terrain, level layout, loot tables, WFC in 3D, chunk streaming, biome systems, and multiplayer seed synchronization
Roslyn diagnostic analyzers, code fix providers, and refactoring providers for .NET 10. Load when implementing custom analyzers, code fixes, or refactoring actions, reviewing analyzer code, or when the user mentions "DiagnosticAnalyzer", "CodeFixProvider", "CodeRefactoringProvider", "analyzer testing", ".editorconfig severity", or "diagnostic descriptor".
System.Reactive and DynamicData patterns for .NET 10 game clients. Covers Subject, BehaviorSubject, ValueSubject, IObservable operators, SourceCache, collection binding, and Godot node lifecycle integration. Load when working with reactive pipelines, ViewModel bindings, SourceCache, DynamicData, IObservable, Subject, Subscribe, Bind, or INotifyCollectionChanged in C# 14.
Godot 4.6 MMO game dev agent for the DreamTeams ecosystem.
Celtic triple goddess of craft, smithwork, and inspiration. Brigid forges game systems — scene trees, entity architectures, multiplayer netcode, render pipelines.
cd ~/gh/me/dev-cm
bash ~/gh/dreamteam-hq/brigid/scripts/install.sh
Or use deploy.sh with a deploy.yaml for full project loadout (Brigid + Iris + Docent + skills).
claude --agent dt-brigid:brigid --project ~/gh/me/dev-cm
Brigid uses a gamedev brain domain with Godot 4.6 API surface, game design patterns, and learning corpus references. Brain provisioned automatically via dt-brain on first session.
Access thousands of AI prompts and skills directly in your AI coding assistant. Search prompts, discover skills, save your own, and improve prompts with AI.
Uses power tools
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Complete developer toolkit for Claude Code
AI-supervised issue tracker for coding workflows. Manage tasks, discover work, and maintain context with simple CLI commands.
Orchestrate multi-agent teams for parallel code review, hypothesis-driven debugging, and coordinated feature development using Claude Code's Agent Teams
Comprehensive toolkit for developing Claude Code plugins. Includes 7 expert skills covering hooks, MCP integration, commands, agents, and best practices. AI-assisted plugin creation and validation.
Comprehensive .NET development skills for modern C#, ASP.NET, MAUI, Blazor, Aspire, EF Core, Native AOT, testing, security, performance optimization, CI/CD, and cloud-native applications