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Claude Skills by nota-america
github.com/nota-america1,679 skills4 installs2,242 views
- Build Game ChangelogDesign, implement, backfill, audit, and release in-game changelogsVotes: 0GitHub stars: 63
- Build Game InventoryBuild or repair game inventory, loot, equipment, tooltips,Votes: 0GitHub stars: 63
- Build Game Map EditorBuild, extend, or audit production-linked browser map editors forVotes: 0GitHub stars: 63
- Build Game Monster SystemBuild, integrate, audit, or refactor rigged monsters for Three.jsVotes: 0GitHub stars: 63
- Build Hybrid Game AssetsPlan, create, integrate, or audit a hybrid asset pipeline for aVotes: 0GitHub stars: 63
- Build Isometric ArpgBuild or extend a playable isometric action RPG in Three.js, React,Votes: 0GitHub stars: 63
- Build Mobile Threejs GamesBuild, tune, or test a Three.js game for mobile web. Use for touchVotes: 0GitHub stars: 63
- Build Rigged Game AssetsCreate, integrate, or audit production-ready rigged 3D charactersVotes: 0GitHub stars: 63
- Build Threejs Enemy SystemsBuild or refactor reusable, data-driven enemy archetype and movesetVotes: 0GitHub stars: 63
- Build Vesperfall Review AssetsBuild truthful Vesperfall asset-library review pairs fromVotes: 0GitHub stars: 63
- Create Game VfxCreate readable, performance-safe Three.js game visual effects. UseVotes: 0GitHub stars: 63
- Design Action CombatDesign, implement, tune, or test readable tactical action combatVotes: 0GitHub stars: 63
- Design Game EncountersDesign, implement, tune, or test Three.js action-game encounters.Votes: 0GitHub stars: 63
- Optimize Threejs GamesProfile, diagnose, and improve Three.js or WebGL game performanceVotes: 0GitHub stars: 63
- Ship Web GamesPackage, deploy, and verify a playable Three.js or web game. UseVotes: 0GitHub stars: 63
- Test Playable Web GamesTest a playable browser game end to end with deterministic fixturesVotes: 0GitHub stars: 63
- Tune Enemy AiBuild, debug, balance, or test combat enemy AI for playable actionVotes: 0GitHub stars: 63
- Author Game LevelsAuthor or revise readable, flat-world Three.js game levels. Use for movement and camera routes, collision and navigation, encounter zones, landmarks, objectives, pickups, motivated lighting, visibility, deterministic level data, or desktop and mobile playthrough verification.Votes: 0GitHub stars: 63
- Build Game Audio FeedbackDesign or implement responsive audio feedback for a Three.js or web game. Use for action sounds, combat layers, music states, spatial audio, mix priorities, mute controls, accessibility, mobile audio unlock, and audio performance.Votes: 0GitHub stars: 63
- Build Game Camera ControlsImplement or tune Three.js game cameras. Use for isometric framing, follow behavior, orbit/zoom limits, occlusion, lock-on, camera shake, touch camera controls, and camera regression tests.Votes: 0GitHub stars: 63
- Build Game ChangelogDesign, implement, backfill, audit, and release in-game changelogs with contiguous versioning, deployment provenance, menu-state navigation, accessible toggle, close, and Escape behavior, and responsive release-ledger UI. Use when Codex needs to add or revise a changelog or version screen in a game, reconstruct release history from deployments and Git, define version-bump rules, keep displayed versions synchronized with live builds, or test changelog mechanics across desktop and mobile.Votes: 0GitHub stars: 63
- Build Game InventoryBuild or repair game inventory, loot, equipment, tooltips, drag-and-drop, persistence, and progression systems. Use for item schemas, pickup flows, stack rules, equipment slots, atomic swaps, save migration, and no-loss regression testing.Votes: 0GitHub stars: 63
- Build Game Map EditorBuild, extend, or audit production-linked browser map editors for Three.js and isometric games. Use when Codex needs to create a private director view, derive a versioned editor document from authored placements, add outliner, layer, selection, drag, snap, inspector, or camera controls, expose enemy aggro, leash, or patrol overlays, implement local draft import, export, undo, and reset, secure an editor route with IP and password sessions, or validate and release a map editor without mutating...Votes: 0GitHub stars: 63
- Build Game Monster SystemBuild, integrate, audit, or refactor rigged monsters for Three.js and web action games. Use for monster asset contracts, procedural or imported creature rigs, semantic joints and sockets, hurtboxes and attack volumes, combat animation states, enemy-runtime adapters, LODs, deterministic review fixtures, and validating that every monster follows one shared system.Votes: 0GitHub stars: 63
- Build Hybrid Game AssetsPlan, create, integrate, or audit a hybrid asset pipeline for a Three.js or web game. Use when choosing among imported meshes, procedural 3D geometry, AI-generated reference art, 2D UI media, sprites, VFX, and performance-ready runtime asset delivery.Votes: 0GitHub stars: 63
- Build Isometric ArpgBuild or extend a playable isometric action RPG in Three.js, React, or similar web technology. Use for game-loop architecture, camera and movement, zones, combat integration, content data, progression, saves, or production-ready vertical slices.Votes: 0GitHub stars: 63
- Build Mobile Threejs GamesBuild, tune, or test a Three.js game for mobile web. Use for touch movement, action controls, target selection, touch inventory, safe areas, portrait/landscape layouts, responsive HUD, battery/performance budgets, and real mobile browser QA.Votes: 0GitHub stars: 63
- Build Rigged Game AssetsCreate, integrate, or audit production-ready rigged 3D characters and monsters with a main model, skeleton, animation library, sockets, collision contracts, separate character equipment, optimized runtime files, catalog media, and an interactive moveset inspector. Use when generating or importing FBX/GLB game actors; defining character-versus-monster asset requirements; separating swords, shields, helmets, armor, or stowed gear; adding idle, walk, run, attack, hit, dodge, block, cast, or deat...Votes: 0GitHub stars: 63
- Build Threejs Enemy SystemsBuild or refactor reusable, data-driven enemy archetype and moveset systems for Three.js action games. Use for enemy content schemas, model and rig conventions, combat move timing and contact contracts, runtime state boundaries, placeholder fallbacks, deterministic fixtures, or production playthrough validation.Votes: 0GitHub stars: 63
- Build Vesperfall Review AssetsBuild truthful Vesperfall asset-library review pairs from transparent PNG references and live Three.js, FBX, or img2threejs models. Use when adding a character, enemy, prop, or equipment asset to the Vesperfall catalog; creating a card-PNG plus inspector-model treatment; exposing an isolated model or moveset route; or standardizing provenance, grounding, tests, and Codex-browser validation for game art review.Votes: 0GitHub stars: 63
- Create Game VfxCreate readable, performance-safe Three.js game visual effects. Use for attacks, impacts, damage feedback, status effects, spell trails, particles, shaders, telegraphs, quality tiers, and reduced-motion alternatives.Votes: 0GitHub stars: 63
- Design Action CombatDesign, implement, tune, or test readable tactical action combat for web games. Use for attack timing, guard and dodge windows, hit contact, posture, lock-on, weapons, boss phases, combat feedback, and deterministic combat tests.Votes: 0GitHub stars: 63
- Design Game EncountersDesign, implement, tune, or test Three.js action-game encounters. Use for arena layout, enemy composition, spawn pacing, objectives, boss phases, reward cadence, encounter fixtures, and difficulty validation.Votes: 0GitHub stars: 63
- Optimize Threejs GamesProfile, diagnose, and improve Three.js or WebGL game performance without regressing gameplay. Use for frame-time drops, CPU/GPU pressure, draw calls, texture and geometry budgets, animation loops, adaptive quality, mobile performance, and browser performance verification.Votes: 0GitHub stars: 63
- Ship Web GamesPackage, deploy, and verify a playable Three.js or web game. Use for release builds, asset delivery, private/public deployment, production smoke tests, browser proof, release notes, rollback readiness, and cleanup of temporary QA resources.Votes: 0GitHub stars: 63
- Test Playable Web GamesTest a playable browser game end to end with deterministic fixtures and real browser evidence. Use for gameplay QA, regression testing, controls, accessibility, responsive/mobile testing, save flows, console checks, performance smoke tests, and release verification.Votes: 0GitHub stars: 63
- Tune Enemy AiBuild, debug, balance, or test combat enemy AI for playable action games. Use for aggro, target selection, navigation, spacing, attack choices, telegraphs, retreats, boss behavior, behavior-state machines, and deterministic AI regression tests.Votes: 0GitHub stars: 63
- Aura Asset Images"Use when you need high-quality stock-style images from Aura AssetsVotes: 0GitHub stars: 63
- Unsplash Asset ImagesUse when you need to pick high-quality Unsplash images forVotes: 0GitHub stars: 63
- Aura Asset ImagesUse when you need high-quality stock-style images from Aura Assets (aura.build/assets) similar to Unsplash for design mockups and marketing: backgrounds, abstract wallpapers, architecture, portraits, and headshots. Includes a workflow for searching by tag on aura.build/assets and returns 5 real image URLs per category plus practical guidance for using different resolutions and aspect ratios.Votes: 0GitHub stars: 63
- Unsplash Asset ImagesUse when you need to pick high-quality Unsplash images for product/design assets (avatars, headshots, portraits, large website backgrounds, and abstract wallpapers) and output real Unsplash URLs plus practical instructions for producing the right resolutions and aspect ratios (1:1, 4:5, 3:4, 16:9, 9:16).Votes: 0GitHub stars: 63
- Design First Ui PromptingUse when you need design-first, spec-driven, skimmable prompts forVotes: 0GitHub stars: 63
- Design First Ui PromptingUse when you need design-first, spec-driven, skimmable prompts for UI generation. Covers prompt structure, constraints, variations, typography/spacing rules, and iteration workflow for consistent UI outputs.Votes: 0GitHub stars: 63
- Add Shader Cursor Trail"Add the Shaders WebGPU mouse effect used for the Tidal CommonsVotes: 0GitHub stars: 63
- Agency Grid Layout MinimalCreate a minimal agency design system with a disciplined editorialVotes: 0GitHub stars: 63
- Ambient Section ParticlesAdd a restrained particle atmosphere inside one section withVotes: 0GitHub stars: 63
- Animation On ScrollCreate an on-scroll animation trigger using IntersectionObserverVotes: 0GitHub stars: 63
- Animation SystemsUse when designing or implementing product-grade web motion likeVotes: 0GitHub stars: 63
- Atmosphere BackgroundCreate a dark atmospheric background with drifting vertical lightVotes: 0GitHub stars: 63
- Background Grid WebglCreate a perspective WebGL background grid with fading lines,Votes: 0GitHub stars: 63