By opusgamelabs
Build complete deployable monetized 2D (Phaser) or 3D (Three.js) browser games from concepts: scaffold projects, generate AI/pixel art assets and procedural audio, add gameplay/monetization features, run Playwright QA tests, optimize performance, deploy to Vercel/GitHub Pages/here.now, register on Play.fun, and record promo videos using autonomous agents and skills.
npx claudepluginhub opusgamelabs/game-creator --plugin game-creatorAutonomous end-to-end game creation pipeline. Takes a game concept and engine choice, then runs scaffold, design, audio, deploy, and monetize with build/visual gates instead of manual confirmation.
Automates game deployment to here.now (default), GitHub Pages, Vercel, or itch.io with pre-deploy verification and post-deploy validation. Use when deploying a game or publishing to the web.
Runs Playwright test suites for browser games, diagnoses failures, fixes game code, and re-runs until green. Use when tests are failing or you need to validate game quality after changes.
Reviews game codebases for architecture compliance, performance issues, and monetization readiness. Use when analyzing a game project, doing code review on game code, or evaluating game quality.
Replace primitive 3D shapes with real GLB models — animated characters, world props, buildings, and scenery for Three.js games. Use when the user says "add 3D models", "replace the boxes with real models", "add GLB assets", or "make the 3D game look real". For 2D pixel art, use add-assets instead. Do NOT use for 2D pixel art (use add-assets) or gameplay changes (use add-feature).
Replace geometric shapes with pixel art sprites — recognizable characters, enemies, and items with optional animation. Use when the user says "add sprites", "replace the shapes with real art", "add pixel art", "make the characters look real", or "add game assets". For 3D games, use add-3d-assets instead. Do NOT use for 3D models (use add-3d-assets) or gameplay changes (use add-feature).
Add music and sound effects to a game using the Web Audio API — background music, gameplay themes, and SFX. Zero dependencies. Use when the user says "add music", "add sound effects", "add audio", "make it sound good", "add BGM", or "add SFX to my game". Do NOT use for gameplay features or visual design.
Add a new gameplay feature to an existing browser game following its architecture patterns. Use when the user says "add a feature", "add double-jump", "add a power-up", "add a leaderboard", or describes a specific game mechanic to implement. Do NOT use for visual-only changes (use design-game) or replacing shapes with sprites (use add-assets).
Audit and improve the visual design, polish, and player experience of an existing game. Use when the user says "make my game look better", "improve the design", "add polish", "add juice", "add particles", "fix the UI", or "make it more visually appealing". Do NOT use for gameplay logic changes (use add-feature instead).
Fetch tweet content directly from fxtwitter API. Use when given a tweet/X URL to extract the tweet text, author, media, and engagement stats without loading x.com.
3D asset engineer that finds, downloads, and integrates GLB/GLTF models into Three.js browser games. Use when a 3D game needs real models instead of primitive BoxGeometry/SphereGeometry shapes.
Game architecture patterns and best practices for browser games. Use when designing game systems, planning architecture, structuring a game project, or making architectural decisions about game code.
Game asset engineer that creates pixel art sprites, animated characters, and visual entities for browser games. Use when a game needs better character art, enemy sprites, item visuals, or any upgrade from basic geometric shapes to recognizable pixel art.
Game audio engineer using Web Audio API for procedural music and sound effects in browser games. Zero dependencies. Use when adding music or SFX to a game.
Deploy browser games to here.now (default), GitHub Pages, or other hosting. Use when deploying a game, setting up hosting, or publishing a game build. Do NOT use for local development servers (use npm run dev).
Game UI/UX designer that analyzes and improves the visual polish, atmosphere, and player experience of browser games. Use when a game needs visual improvements, better backgrounds, particles, animations, screen transitions, juice/feel, or overall aesthetic upgrades.
Game QA testing with Playwright — visual regression, gameplay verification, performance, and accessibility for browser games. Use when writing or running game tests, debugging test failures, or building QA infrastructure. This is the reference skill — use qa-game for the user-facing command.
Analyze a game, find what needs work, and implement the highest-impact improvements. Use when the user says "improve my game", "make my game better", "fix my game", "what's wrong with my game", or "polish my game". Run repeatedly — each pass finds the next most impactful thing to fix. Do NOT use for adding specific new features (use add-feature) or initial game creation (use make-game).
Full guided pipeline — scaffold, design, audio, deploy, and monetize a browser game from scratch. Use when the user says "make a game", "build me a game", "create a new game", "make a 2D/3D game", or provides a game concept to build. Do NOT use for modifying existing games (use add-feature or improve-game instead).
Generate custom 3D models from text or images using Meshy AI, then auto-rig and animate them for Three.js games. The preferred source for all 3D game assets. Use when the user says "generate a 3D model", "create a character model", "use Meshy", or needs a custom GLB model that doesn't exist in free libraries.
Register your game on Play.fun (OpenGameProtocol), add the browser SDK, and get a monetized play.fun URL. Use when the user says "monetize my game", "add Play.fun", "add rewards", "register on Play.fun", or "get a play.fun URL". Requires Play.fun MCP server for game registration.
Build 2D browser games with Phaser 3 using scene-based architecture and centralized state. Use when creating a new 2D game, adding 2D game features, working with Phaser, or building sprite-based web games.
Record a high-FPS autonomous promo video of a Phaser game using Playwright. Triggers on: promo video, gameplay recording, marketing video, game capture.
Add Playwright QA tests to a game — visual regression, gameplay verification, and performance. Use when the user says "add tests", "test my game", "add QA", "check for bugs", or "add visual regression tests". Do NOT use for manual playtesting or gameplay design.
Rapidly scaffold and implement a playable game — no assets, design, audio, deploy, or monetize. Get something on screen fast. Use when the user says "quick game", "fast prototype", "just get something playable", or wants a game without the full pipeline. For the complete pipeline, use make-game instead. Do NOT use for production games (use make-game for the full pipeline).
Record an autonomous 50 FPS promo video of your game for social media. Use when the user says "record a video", "make a promo", "capture gameplay", "record gameplay footage", or "make a trailer for my game". Do NOT use for gameplay testing (use qa-game).
Review an existing game codebase for architecture, performance, and best practices. Use when the user says "review my game", "code review", "check my game architecture", "is my game well structured", or "audit my game code". Do NOT use for making changes — this is read-only analysis. Use improve-game to implement fixes.
Add gateable features to an existing browser game — skin picker, continue-after-death, bonus mode, save slots, daily challenge. Monetization-agnostic scaffolding that leaves clean hooks for any paywall, subscription, or entitlement layer. Features are scaffolded at silver and gold tiers only (bronze is the default everyone gets). Use when the user says "add gateables", "scaffold monetizable features", "add skin picker", "add continue-after-death", "make my game monetizable", or "add premium hooks". Do NOT use for Play.fun SDK integration (use monetize-game) or generic gameplay features (use add-feature).
Build 3D browser games with Three.js using event-driven modular architecture. Use when creating a new 3D game, adding 3D game features, setting up Three.js scenes, or working on any Three.js game project.
Three.js performance optimization patterns for draw calls, scene traversal, and instancing. Use when optimizing 3D scenes with 100+ repeated objects, thousands of moving entities, or draw calls above 500. Loaded by threejs-game and make-game for performance guidance.
Clone a game template from the gallery as a starting point. Use when the user says "use a template", "start from a template", "clone flappy-bird", "use the platformer template", or wants to quickly bootstrap a game from an existing example. Do NOT use for creating a game from scratch (use make-game).
Generate photorealistic 3D worlds and environments with the World Labs Marble API — Gaussian Splat scenes from text prompts or reference images. Use when the user says "generate a 3D world", "create an environment", "make a 3D scene", or "use World Labs". Requires WLT_API_KEY environment variable.
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