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Generate, scaffold, and monetize browser games (Phaser 2D or Three.js 3D) from a single command. Covers prototyping, pixel art/3D model generation, audio, UI polish, multiplayer via PartyKit, automated Playwright QA, and deployment to here.now/GitHub Pages/Vercel/itch.io with optional Play.fun monetization hooks.
npx claudepluginhub playableintelligence/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).
Add real-time or turn-based multiplayer to an existing browser game using PartyKit (Cloudflare Durable Objects). Scaffolds a room-based server, a NetworkManager client, EventBus events, GameState fields, Constants, and extends render_game_to_text(). Use when the user says "add multiplayer", "make this multiplayer", "add real-time co-op", "add online play", "scaffold multiplayer", or "add netcode". Do NOT use for solo leaderboards (use monetize-game), single-player AI opponents (use add-feature), or peer-to-peer/WebRTC games.
Uses power tools
Uses Bash, Write, or Edit tools
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Agent tooling for Summer Engine: game-dev skills, lifecycle hooks, and a 44-tool MCP bridge to the local desktop app.
Use when the agent is building or iterating on a web game (HTML/JS) and needs a reliable development + testing loop: implement small changes, run a Playwright-based test script with short input bursts and intentional pauses, inspect screenshots/text, and review console errors with render_game_to_text. Originally from OpenAI's curated skills catalog.
Build s&box games by talking to Claude. Bundles the Claude Bridge MCP server, a screenshot-driven game-dev workflow skill, and an optional sbox-game-dev specialist agent. The s&box editor addon must be installed separately (see README).
Editorial "Indie Game Dev" bundle for Claude Code from Antigravity Awesome Skills.
Lightweight WebGL/WebGPU game engine with entity-component architecture and visual editor integration. Use this skill when building browser-based games, interactive 3D applications, or performance-critical web experiences. Triggers on tasks involving PlayCanvas, entity-component systems, game engine development, WebGL games, 3D browser applications, editor-first workflows, or real-time 3D rendering. Alternative to Three.js with game-specific features and integrated development environment.
Comprehensive game development learning system with 7 specialized agents, 21 in-depth skills, 4 slash commands, and automation hooks. Master game design, programming, graphics, audio, networking, tools, and publishing across Unity, Unreal Engine, and Godot.
Go from game idea to deployed, monetized browser game in minutes — not hours.
Tell your AI coding agent "make a space invaders game" and get a fully playable 2D or 3D browser game with pixel art, procedural audio, and automated QA. Deploy instantly to the web. Monetize with Play.fun.
Works with 40+ AI coding agents — Claude Code, Codex, Cursor, and more via npx skills add.
npx skills add playableintelligence/game-creator
Target a specific agent:
npx skills add playableintelligence/game-creator -a claude-code
npx skills add playableintelligence/game-creator -a codex
npx skills add playableintelligence/game-creator -a cursor
# Build a complete 2D game in one shot (scaffold → pixel art → design → audio → deploy → monetize)
# QA subagent runs after every step (build, runtime, gameplay, architecture, visual)
/game-creator:viral-game 2d my-game
# Build from a tweet
/game-creator:viral-game https://x.com/user/status/123456
# Or design a real game project with milestones, ADRs, and multi-session iteration:
/game-creator:make-game
# Or run individual steps on an existing game:
/game-creator:add-assets # Replace shapes with pixel art sprites
/game-creator:design-game # Add visual polish (particles, juice, transitions)
/game-creator:add-audio # Add chiptune music and sound effects
/game-creator:add-feature jetpack # Add a gameplay feature
/game-creator:improve-game # Audit + implement highest-impact improvements
/game-creator:monetize-game # Register on Play.fun, add SDK, get monetized URL
/game-creator:review-game # Code review for architecture + best practices
/game-creator:qa-game # Add Playwright QA tests
/viral-game is an orchestrator that delegates all code writing to subagents and runs a QA subagent after every code-modifying step. (For the deeper, multi-session /make-game workflow with phases, milestones, ADRs, and docs/STATE.md, see skills/make-game/.)
Step 0 Parse args, create task list ← main thread
Step 1 Scaffold game from template ← code subagent → QA subagent
Step 1.5 Add pixel art sprites (2D only) ← code subagent → QA subagent
Step 2 Visual polish (particles, juice, transitions) ← code subagent → QA subagent
Step 3 Audio (Strudel.cc BGM + SFX) ← code subagent → QA subagent
Step 4 Deploy to here.now ← main thread (instant publish)
Step 5 Monetize with Play.fun ← main thread (interactive auth)
The QA subagent runs 5 phases per step: build check, runtime check (headless Chromium), gameplay verification (iterate client with game-specific actions), architecture validation, and visual review (Playwright MCP screenshots). If any phase fails, an autofix subagent patches the code and QA re-runs (up to 3 attempts per step).
Every game follows the same architecture, whether 2D or 3D:
src/
├── core/
│ ├── EventBus.js # Singleton pub/sub — all cross-module communication
│ ├── GameState.js # Centralized state with reset() for clean restarts
│ ├── Constants.js # Every magic number, color, timing, speed
│ └── GameConfig.js # Engine config (Phaser or Three.js)
├── scenes/ # Scene lifecycle (Phaser) or states (Three.js)
├── entities/ # Game objects (player, enemies, obstacles)
├── systems/ # Background, particles, spawners
├── sprites/ # Pixel art data (palette, matrices, tiles)
├── audio/ # Strudel.cc procedural audio
│ ├── AudioManager.js # Init, play, stop wrapper
│ ├── AudioBridge.js # Wires EventBus → AudioManager
│ ├── music.js # Background music patterns
│ └── sfx.js # Sound effect patterns
├── playfun.js # Play.fun SDK integration
└── main.js # Entry point + render_game_to_text() + advanceTime()
EventBus — Modules never import each other. All communication via pub/sub with domain:action event names.
GameState — Single source of truth. reset() gives a clean slate for restarts.
Constants — Zero hardcoded values in game logic. Sizes are proportional (GAME.WIDTH * ratio), with DPR-aware scaling for retina displays.
render_game_to_text() — Every game exposes window.render_game_to_text() returning a JSON string of current game state, so AI agents can read the game without interpreting pixels.