Published skills
Showing 48 of 348
tools-unity-physics
Unity physics patterns including character controllers, collision handling, and tunneling prevention.
hotfix
Emergency fix workflow that bypasses normal sprint processes with a full audit trail. Creates hotfix branch, tracks approvals, and ensures the fix is backported correctly.
tools-unity-physics
Unity physics patterns including character controllers, collision handling, and tunneling prevention.
playtest-report
Generates a structured playtest report template or analyzes existing playtest notes into a structured format. Use this to standardize playtest feedback collection and analysis.
tools-unity-animation
Unity animation patterns including Animancer, state machines, and performance optimization.
art-bible
Guided, section-by-section Art Bible authoring creates the visual identity specification that gates all asset production. This process runs after /brainstorm is approved and before /map-systems or any GDD authoring begins.
art-bible
Guided, section-by-section Art Bible authoring creates the visual identity specification that gates all asset production. This process runs after /brainstorm is approved and before /map-systems or any GDD authoring begins.
create-stories
This skill breaks a single epic into implementable story files, reading the epic, its GDD, governing ADRs, and control manifest, with each story embedding its GDD requirement TR-ID, ADR guidance, acceptance criteria, story type, and test evidence path. Run after /create-epics for each epic.
security-audit
Audits games for security vulnerabilities like save tampering, cheat vectors, network exploits, and data exposure, providing a prioritized report with remediation guidance. Recommended before public release or multiplayer launch.
qa-plan
Generates a QA test plan for a sprint or feature. It reads GDDs and story files to classify stories by test type (Logic/Integration/Visual/UI), producing a structured plan covering automated and manual tests, smoke test scope, and playtest sign-off requirements, to be run before a sprint or major feature.
release-checklist
Generates a comprehensive pre-release validation checklist covering build verification, certification requirements, store metadata, and launch readiness.
eng-unity-mobile-optimization
Mobile-specific Unity optimization patterns for memory, battery, thermal, and performance.
assets-move
Moves assets at specified paths in the project, intended for renaming, and performs an AssetDatabase.Refresh(). Use 'assets-find' to locate assets first.
script-delete
Deletes the script file(s), performs AssetDatabase.Refresh() and waits for Unity compilation to complete before reporting results. Use the 'script-read' tool to read existing script files first.
unity-cinemachine
A guide to the Unity 6 Cinemachine camera system, covering virtual cameras, blending, follow cameras, FreeLook, camera shake, and state-driven cameras. It details the Cinemachine 3.x API, based on Unity 6.3 LTS documentation.
launch-checklist
Complete launch readiness validation covering every department: code, content, store, marketing, community, infrastructure, legal, and go/no-go sign-offs.
gameobject-duplicate
Duplicate GameObjects in an opened Prefab or in a Scene. Use the 'gameobject-find' tool to find the target GameObjects first.
create-epics
Translates approved GDDs and architecture into epics, one per architectural module. It defines scope, governing ADRs, engine risk, and untraced requirements, but does not break them into stories; run /create-stories [epic-slug] after each epic is created.
tools-unity-behavior-designer
Behavior Designer patterns for AI behavior trees, covering task creation, shared variables, conditionals, and debugging.
editor-selection-get
Get information about the current Selection in the Unity Editor. Use 'editor-selection-set' tool to set the selection.
unity-scene-assets
Unity scene and asset architecture decisions, covering additive scene composition, Addressables vs Resources, AssetReference workflow, asset lifecycle coordination, and loading screens. It uses the DECISION format (WHEN/DECISION/SCAFFOLD/GOTCHA) and is based on Unity 6.3 LTS.
soak-test
Generates a soak test protocol for extended play sessions. It 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.
adopt
Brownfield onboarding audits existing project artifacts for template format compliance, classifies gaps by impact, and produces a numbered migration plan. Use this when joining an in-progress project or upgrading from an older template version, specifically checking if existing artifacts will work with the template.
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.
architecture-review
Validates the completeness and consistency of the project architecture against all GDDs. It builds a traceability matrix mapping technical requirements to ADRs, identifies gaps, detects conflicts, verifies engine compatibility, and produces a PASS/CONCERNS/FAIL verdict. This is the architectural equivalent of /design-review.
asset-audit
Audits game assets for compliance with naming conventions, file size budgets, format standards, and pipeline requirements. Identifies orphaned assets, missing references, and standard violations.
asset-spec
Generates per-asset visual specifications and AI generation prompts from GDDs, level docs, or character profiles, producing structured spec files and updating the master asset manifest. This runs after art bible and GDD/level design approval, before production begins.
balance-check
Analyzes game balance data files, formulas, and configuration to identify outliers, broken progressions, degenerate strategies, and economy imbalances. Use after modifying any balance-related data or design.
brainstorm
Guided game concept ideation, from zero idea to a structured game concept document. It employs professional studio ideation techniques, player psychology frameworks, and structured creative exploration.
bug-report
Creates a structured bug report from a description, or analyzes code to identify potential bugs. Ensures every bug report has full reproduction steps, severity assessment, and context.
bug-triage
Read all open bugs in production/qa/bugs/, re-evaluate priority vs. severity, assign to sprints, surface systemic trends, and produce a triage report. Run at sprint start or when the bug count grows enough to need re-prioritization.
changelog
Auto-generates a changelog from git commits, sprint data, and design documents. Produces both internal and player-facing versions.
code-review
Performs an architectural and quality code review on a specified file or set of files. Checks for coding standard compliance, architectural pattern adherence, SOLID principles, testability, and performance concerns.
consistency-check
Scans all GDDs against the entity registry to detect cross-document inconsistencies, such as the same entity with different stats, item with different values, or formula with different variables. It employs a grep-first approach, reading the registry and targeting only conflicting GDD sections rather than full document reads.
content-audit
Audits GDD-specified content counts against implemented content, identifying what's planned versus built.
create-architecture
Guides the section-by-section authoring of the game's master architecture document. It reads all relevant development documents and the engine reference library to create a complete architecture blueprint, validating decisions against the pinned engine version.
create-control-manifest
After architecture is complete, this skill produces a flat, actionable rules sheet for programmers, detailing what to do and what not to do per system and layer. These rules are extracted from Accepted ADRs, technical preferences, and engine reference docs, offering more immediate actionability than ADRs.
day-one-patch
Prepares a day-one patch for a game launch, addressing known issues discovered after gold master but before or immediately after public launch. The patch is treated as a mini-sprint with its own QA gate and rollback plan.
design-review
Reviews a game design document for completeness, internal consistency, implementability, and adherence to project design standards. Run this before handing a design document to programmers.
design-system
Guided, section-by-section GDD authoring for a single game system. It gathers context from existing documents, collaboratively walks through each required section, cross-references dependencies, and writes incrementally to file.
dev-story
Reads a story file and implements it by loading the full context (story, GDD, ADR, control manifest), routing to the correct programmer agent, implementing code and tests, and confirming acceptance criteria. This core skill runs after /story-readiness and before /code-review and /story-done.
estimate
Estimates task effort by analyzing complexity, dependencies, historical velocity, and risk factors. Produces a structured estimate with confidence levels.
gate-check
Validates readiness to advance between development phases. It produces a PASS/CONCERNS/FAIL verdict, detailing specific blockers and required artifacts, useful for gate checks and phase transitions.
help
Analyzes what has been done and the user's query, offering advice on next steps. Use if the user says 'what should I do next', 'what do I do now', 'I'm stuck', or 'I don't know what to do'.
launch-checklist
Complete launch readiness validation, covering every department: code, content, store, marketing, community, infrastructure, legal, and go/no-go sign-offs.
localize
A comprehensive localization pipeline that scans for hardcoded strings, manages string tables, validates translations, conducts cultural/sensitivity reviews, handles VO localization, tests platform requirements, enforces string freezes, and reports coverage.
map-systems
Decompose a game concept into individual systems, map dependencies, prioritize design order, and create the systems index.
milestone-review
Generates a comprehensive milestone progress review including feature completeness, quality metrics, risk assessment, and go/no-go recommendation. Use at milestone checkpoints or when evaluating readiness for a milestone deadline.
Category alert