Image to Three.js Model
img2threejs/img2threejs
Rebuilds the object in a reference image as a procedural, animation-ready Three.js model written entirely in code, using staged sculpting with quality checks.
Decompose a concept into individual systems, map dependencies, prioritize design order, create the systems index.
$ npx skills add Donchitos/Claude-Code-Game-Studios --skill map-systems -a claude-codeProject install by default; add -g for ~/.claude/skills/.
$ gh skill install Donchitos/Claude-Code-Game-Studios map-systems --agent claude-codeProject scope by default; add --scope user for a personal install. Needs GitHub CLI 2.90.0 or later (public preview).
$ git clone --depth 1 https://github.com/Donchitos/Claude-Code-Game-Studios.git skills-src && mkdir -p .claude/skills && cp -r skills-src/.claude/skills/map-systems .claude/skills/map-systems && rm -rf skills-srcUse ~/.claude/skills/ instead of .claude/skills for a personal install. The folder must contain SKILL.md.
Claude Code skills documentation · loads skills from .claude/skills/
Install the "map-systems" agent skill from https://github.com/Donchitos/Claude-Code-Game-Studios/tree/main/.claude/skills/map-systems into .claude/skills/map-systems/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "map-systems", then confirm the skill loads.Claude Code copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$skill-installer install https://github.com/Donchitos/Claude-Code-Game-Studios/tree/main/.claude/skills/map-systemsType this inside Codex. $skill-installer <name> installs a curated skill from openai/skills. The installer writes to $CODEX_HOME/skills (default ~/.codex/skills). Restart Codex if the skill does not show up.
$ npx skills add Donchitos/Claude-Code-Game-Studios --skill map-systems -a codexProject install goes to .agents/skills/; add -g for ~/.codex/skills/.
$ gh skill install Donchitos/Claude-Code-Game-Studios map-systems --agent codexProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/Donchitos/Claude-Code-Game-Studios.git skills-src && mkdir -p .agents/skills && cp -r skills-src/.claude/skills/map-systems .agents/skills/map-systems && rm -rf skills-srcUse ~/.agents/skills/ instead of .agents/skills for a personal install.
Codex skills documentation · loads skills from .agents/skills/
Install the "map-systems" agent skill from https://github.com/Donchitos/Claude-Code-Game-Studios/tree/main/.claude/skills/map-systems into .agents/skills/map-systems/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "map-systems", then confirm the skill loads.Codex copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ npx skills add Donchitos/Claude-Code-Game-Studios --skill map-systems -a cursorProject install goes to .agents/skills/; add -g for ~/.cursor/skills/.
$ gh skill install Donchitos/Claude-Code-Game-Studios map-systems --agent cursorProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/Donchitos/Claude-Code-Game-Studios.git skills-src && mkdir -p .cursor/skills && cp -r skills-src/.claude/skills/map-systems .cursor/skills/map-systems && rm -rf skills-srcUse ~/.cursor/skills/ instead of .cursor/skills for a personal install.
Cursor skills documentation · loads skills from .cursor/skills/, .agents/skills/, .claude/skills/, .codex/skills/
Install the "map-systems" agent skill from https://github.com/Donchitos/Claude-Code-Game-Studios/tree/main/.claude/skills/map-systems into .cursor/skills/map-systems/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "map-systems", then confirm the skill loads.Cursor copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ gemini skills install https://github.com/Donchitos/Claude-Code-Game-Studios.git --path .claude/skills/map-systems--scope user (default) or --scope workspace; --path is the subfolder of the repo that holds the skill; --consent skips the security confirmation prompt.
$ npx skills add Donchitos/Claude-Code-Game-Studios --skill map-systems -a gemini-cliProject install goes to .agents/skills/; add -g for ~/.gemini/skills/.
$ gh skill install Donchitos/Claude-Code-Game-Studios map-systems --agent gemini-cliProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/Donchitos/Claude-Code-Game-Studios.git skills-src && mkdir -p .gemini/skills && cp -r skills-src/.claude/skills/map-systems .gemini/skills/map-systems && rm -rf skills-srcUse ~/.gemini/skills/ instead of .gemini/skills for a personal install, then run /skills reload.
Gemini CLI skills documentation · loads skills from .gemini/skills/, .agents/skills/
Install the "map-systems" agent skill from https://github.com/Donchitos/Claude-Code-Game-Studios/tree/main/.claude/skills/map-systems into .gemini/skills/map-systems/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "map-systems", then confirm the skill loads.Gemini CLI copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ gh skill install Donchitos/Claude-Code-Game-Studios map-systemsInstalls for Copilot at project scope by default; add --scope user for a personal install. Preview a skill first with gh skill preview. Needs GitHub CLI 2.90.0 or later (public preview).
$ npx skills add Donchitos/Claude-Code-Game-Studios --skill map-systems -a github-copilotProject install goes to .agents/skills/; add -g for ~/.copilot/skills/.
$ git clone --depth 1 https://github.com/Donchitos/Claude-Code-Game-Studios.git skills-src && mkdir -p .github/skills && cp -r skills-src/.claude/skills/map-systems .github/skills/map-systems && rm -rf skills-srcUse ~/.copilot/skills/ instead of .github/skills for a personal install. Commit .github/skills so cloud agent and code review can use it.
GitHub Copilot skills documentation · loads skills from .github/skills/, .claude/skills/, .agents/skills/
Install the "map-systems" agent skill from https://github.com/Donchitos/Claude-Code-Game-Studios/tree/main/.claude/skills/map-systems into .github/skills/map-systems/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "map-systems", then confirm the skill loads.GitHub Copilot copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ npx skills add Donchitos/Claude-Code-Game-Studios --skill map-systems -a opencodeOpenCode documents no install command of its own. Project install goes to .agents/skills/; add -g for ~/.config/opencode/skills/.
$ gh skill install Donchitos/Claude-Code-Game-Studios map-systems --agent opencodeProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/Donchitos/Claude-Code-Game-Studios.git skills-src && mkdir -p .opencode/skills && cp -r skills-src/.claude/skills/map-systems .opencode/skills/map-systems && rm -rf skills-srcUse ~/.config/opencode/skills/ instead of .opencode/skills for a personal install.
OpenCode skills documentation · loads skills from .opencode/skills/, .claude/skills/, .agents/skills/
Install the "map-systems" agent skill from https://github.com/Donchitos/Claude-Code-Game-Studios/tree/main/.claude/skills/map-systems into .opencode/skills/map-systems/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "map-systems", then confirm the skill loads.OpenCode copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
map-systemsDecompose a concept into individual systems, map dependencies, prioritize design order, create the systems index.
Map Systems is an agent skill from Donchitos/Claude-Code-Game-Studios. Decompose a concept into individual systems, map dependencies, prioritize design order, create the systems index.
Its SKILL.md is about 5.8k tokens, which your agent loads only when the skill is triggered. It is a single SKILL.md file with no bundled scripts.
It sits in Game Development. The repository describes itself as: Turn Claude Code into a full game dev studio — 49 AI agents, 72 workflow skills, and a complete coordination system mirroring real studio hierarchy. The licence is MIT.
7 steps, taken from the step headings in SKILL.md.
Read from SKILL.md and the folder at commit b21fa0f. It shows what the files ask for, not the result of running them.
Pre-approves these tools, so the agent can use them without asking each time:
ReadGlobGrepWriteEditAskUserQuestionTaskCreateTaskGetTaskListTaskUpdate…and 2 more on the same allowed-tools line.
From allowed-tools in the SKILL.md frontmatter.
Shell commands in SKILL.md call:
bashFrom the folder's file list and the shell code blocks in SKILL.md.
No URLs in SKILL.md.
From URLs in SKILL.md, links to its own repository left out.
Names no API keys, tokens, secrets or passwords.
From names ending in _API_KEY, _TOKEN, _SECRET, _KEY or _PASSWORD in SKILL.md.
Map Systems loads about 5.8k tokens when it runs. Until then it costs about 31 tokens; SKILL.md has 3,083 words of instructions outside code blocks.
Estimates: characters ÷ 4, the usual rule of thumb; real counts depend on the model's tokenizer. Scripts and assets cost tokens only if the agent reads them.
The automated check found no risky patterns in SKILL.md.
Automated static check — not a guarantee. Review scripts before installing. It scans the text of SKILL.md for risky patterns (piping downloads into a shell, reading credential files, hidden Unicode, destructive commands); files beside SKILL.md are not scanned.
The full file from Donchitos/Claude-Code-Game-Studios at commit b21fa0f, republished under its MIT licence (© Donchitos). 3,083 words, ~5,795 tokens.
.claude/skills/map-systems/SKILL.md (or your agent's skills folder).!bash "${CLAUDE_SKILL_DIR}/../../hooks/yaml-helper.sh" resolve_config --keys review_mode,automation,workflow,docs.density,project.stage
Resolved above — use as-is; --review overrides review_mode. No block →
defaults in .claude/docs/config-resolution.md.
When this skill is invoked:
Two modes:
/map-systems — Run the full decomposition workflow (Phases 1-5)
to create or update the systems index.next: /map-systems next — Pick the highest-priority undesigned system
from the index and hand off to /design-system (Phase 6).See .claude/docs/director-gates.md for the full check pattern. Individual gate definitions live in .claude/docs/director-gates/[gate-id].md — the spawned agent reads its own gate file; do not read it in the parent session.
Every AskUserQuestion call follows .claude/docs/automation-modes.md
(collaborative asks always · guided major-only · autonomous logs and proceeds;
automation_always_ask categories always prompt). In collaborative mode the
system list, dependency, priority and write approvals are separate questions:
each waits for its answer before the next step runs.
docs.density — it controls per-section depth, where workflow
controls which sections exist. modes.rigor sets both together; set
docs.density explicitly to vary depth alone: terse (the default, via rigor: minimal) = one-line system descriptions;
balanced = a brief paragraph per system + dependency notes (rigor: standard);
thorough = full system-by-system rationale + relationship analysis. Apply it to
every section you author.
Where the per-system prose goes.
templates/systems-index.md's Systems Enumeration is a fixed-column table with no description column, so atbalancedandthoroughthe prose belongs in## Overview— one short paragraph per system atbalanced, plus relationship analysis atthorough— and in the## Dependency Maplayer notes. Do not add a column to the enumeration table — it is a fixed contract in.claude/docs/templates/systems-index.md, and its consumers (/design-system§6 and §7,/create-epics) are written against the columns it defines. Widening it is a schema change, not a formatting choice.How the consumers actually read it. Nothing parses this table positionally. The two scripts that mention
systems-index.md(gdd-structure-check.sh:51,review-scope.sh:40) match it by filename in acasestatement and parse no columns at all; the two skills key on theCategorycolumn by name (design-system:229,:780). SoCategoryis the column that must never be renamed or dropped, and the table stays a fixed contract because every consumer is written against the set of columns the template defines. Atterse, the table plus a one-paragraph## Overviewis the whole output.
workflow (see .claude/docs/workflow-modes.md):
full / standard — required before /design-system (systems must be mapped
before per-system GDDs are authored).minimal — not required (the game brief replaces the systems index). Can
still be run voluntarily.Read the game concept and any existing design work. This provides the raw material for systems decomposition.
Required:
design/gdd/game-concept.md (at minimal, read design/game-brief.md
instead) — fail with a clear message if neither is found:"No game concept found. Run
/brainstormfirst to create one, then come back to decompose it into systems."
Optional (read if they exist):
design/gdd/game-pillars.md — pillars constrain priority and scopedesign/gdd/systems-index.md — if exists, resume from where it left off
(update, don't recreate from scratch)design/gdd/*.md — check which system GDDs already existIf the systems index already exists:
AskUserQuestion to ask:
"The systems index already exists with [N] systems ([M] designed, [K] not started).
What would you like to do?"Extract and identify all systems the game needs. This is the creative core of the skill — it requires human judgment because concept docs rarely enumerate every system explicitly.
Scan the game concept for directly mentioned systems and mechanics:
For each explicit system, identify the hidden systems it implies. Games always need more systems than the concept doc mentions. Use this inference pattern:
Explain in conversation text why each implicit system is needed (with examples).
Present the enumeration organized by category. For each system, show:
Then use AskUserQuestion to capture feedback:
At collaborative — iterate until the user approves the enumeration.
At guided — ask once, apply the answer, and proceed; do not loop.
At autonomous — do not ask. Record the enumeration and its inferred systems
via log_decision and proceed.
The loop needed an exit that does not depend on being asked.
automation-modes.md:56definesautonomousas "NoAskUserQuestion", so a loop terminating on "the user approves" has no termination path there at all. Same class as Step 5b, one level up: that was an unconditional write gate, this is an unconditional control-flow loop around the question.
For each system, determine what it depends on. A system "depends on" another if it cannot function without that other system existing first.
For each system, list its dependencies. Use these dependency heuristics:
Arrange systems into layers:
Check for cycles in the dependency graph. If found:
Show the dependency map as a layered list. Highlight:
Use AskUserQuestion to ask: "Does this dependency ordering look right? Any
dependencies I'm missing or that should be removed?"
Review mode check — apply before spawning TD-SYSTEM-BOUNDARY:
solo → skip. Note: "TD-SYSTEM-BOUNDARY skipped — Solo mode." Proceed to priority assignment.lean → skip (not a PHASE-GATE). Note: "TD-SYSTEM-BOUNDARY skipped — Lean mode." Proceed to priority assignment.full → spawn as normal.After dependency mapping is approved, spawn technical-director via Agent using gate TD-SYSTEM-BOUNDARY (.claude/docs/director-gates/td-system-boundary.md) before proceeding to priority assignment.
Pass: the dependency graph (each system → what it depends on), layer assignments, bottleneck systems, and any circular dependencies with their proposed resolutions.
Present the assessment. If REJECT, revise the system boundaries with the user, show the revised dependency map, and only then move to priority assignment. If CONCERNS, note them inline in the systems index and continue. If NOT ASSESSED [missing input], it is not an APPROVE: name what was missing, then supply it and re-run the gate, or continue with TD-SYSTEM-BOUNDARY: NOT ASSESSED — [input] noted in the index draft.
Assign each system to a priority tier based on what milestone it's needed for.
Use these heuristics for initial assignment:
Present the priority assignments in a table. For each tier, explain why systems were placed there.
Use AskUserQuestion to ask: "Do these priority assignments match your vision?
Which systems should be higher or lower priority?"
Explain reasoning in conversation: "I placed [system] in MVP because the core loop requires it — without [system], the 30-second loop can't function."
How to phrase the reasoning — this governs what you say, not a column you
write. Neither table has a Why column: Systems Enumeration is
# / Name / Category / Priority / Status / Design Doc / Depends On, and
Recommended Design Order is Order / System / Priority / Layer / Agent(s) / Est. Effort. The rationale lives in the conversation above and, for anything
the user should still see after the session, in the index's ## Overview
paragraph. Do not invent a column for it.
Mix technical necessity with player-experience reasoning. A purely technical justification — "the damage system needs damage math" — is insufficient on its own when the system directly shapes what the player feels. Good reasoning names both, and cites the pillar it serves:
Fill the brackets from this project. The bracketed slots are not decoration. Worked examples from another genre (a tower-defense "Ballista's punch-through identity… what makes it feel different from Archer", "Pillar 2: Placement is the Puzzle") get reproduced verbatim by a run against a different game, which then carries that game's vocabulary instead of its own.
Review mode check — apply before spawning PR-SCOPE:
solo → skip. Note: "PR-SCOPE skipped — Solo mode." Proceed to Step 4c.lean → skip (not a PHASE-GATE). Note: "PR-SCOPE skipped — Lean mode." Proceed to Step 4c.full → spawn as normal.After priorities are approved, spawn producer via Agent using gate PR-SCOPE (.claude/docs/director-gates/pr-scope.md) before writing the index.
Pass the gate's fields from the index: the full vision scope (every system in the index), the MVP definition (the MVP tier's systems), the scope tiers (system count per milestone tier, with estimated implementation volume — system count × average complexity), the stated project timeline as the timeline estimate, and team size.
Present the assessment. PR-SCOPE answers REALISTIC / OPTIMISTIC / UNREALISTIC.
If UNREALISTIC, offer to revise priority tier assignments before writing the
index. If OPTIMISTIC, show the producer's suggested adjustments and ask whether to
apply them to the tiers before writing; if the user declines, note them and
continue. If NOT ASSESSED [missing input] — often the team size or timeline — it
is not a REALISTIC: name what was missing, then supply it and re-run the gate, or
continue with PR-SCOPE: NOT ASSESSED — [input] noted in the index draft.
Combine dependency sort + priority tier to produce the final design order:
This is the order the team should write GDDs in.
Using the template at .claude/docs/templates/systems-index.md, populate the
systems index with all data from Phases 2-4:
Present a summary of the document:
At automation: collaborative — ask: "May I write the systems index to
design/gdd/systems-index.md?" Wait for approval. Write the file only after
"yes."
At automation: guided — a new index gets the same "May I write …?"
question, because .claude/docs/automation-modes.md has guided ask "May I
write?" for new files. When the index already exists, present the summary above,
name the destination (design/gdd/systems-index.md), and write the update without
waiting for an explicit "yes". Say what you wrote afterwards.
Keep this line scoped to its mode.
automation-modes.mdsaysguided"proceeds after a short summary, does not wait for explicit yes" and asks "May I write?" "for new files only", and this skill's own Collaborative Protocol section is scoped tocollaborative. An unconditional "wait for approval" here collides with both.
Review mode check — apply before spawning CD-SYSTEMS:
solo → skip. Note: "CD-SYSTEMS skipped — Solo mode." Proceed to Step 5c.lean → skip (not a PHASE-GATE). Note: "CD-SYSTEMS skipped — Lean mode." Proceed to Step 5c.full → spawn as normal.After the systems index is written, spawn creative-director via Agent using gate CD-SYSTEMS (.claude/docs/director-gates/cd-systems.md).
Pass: systems index path; game pillars and core fantasy — from design/gdd/game-concept.md, or at minimal the pitch and "what they feel" line of design/game-brief.md, which has no pillars; the priority tier assignments for every tier (MVP / Vertical Slice / Alpha / Full Vision); and the high-risk and bottleneck systems from the dependency map.
Present the assessment. If REJECT, revise the system set with the user before GDD authoring begins. If CONCERNS, show them and use AskUserQuestion: Revise the system set / Accept — record them in the index / Discuss further. On Revise, rework the affected systems with the user and ask again before re-writing the index. On Accept — the option names the edit, so choosing it is the ask — record them in the systems index as a > **Creative Director Note**
placed directly beneath the ## Priority Tiers table, naming the tier each
concern applies to — e.g. > **Creative Director Note** (MVP): ….
templates/systems-index.md has a Priority Tiers definition table, not a
section per tier, so there is no "top of the tier section" to write to — do not
direct the writer to one. If NOT ASSESSED [missing input], it is not an APPROVE
(.claude/docs/director-gates.md): name what was missing, then supply it and
re-run the gate, or ask before recording > **Creative Director Note**: CD-SYSTEMS NOT ASSESSED — [input] in the same place.
After writing, create production/session-state/active.md if it does not exist, then update it with:
Verdict: COMPLETE — systems index written to design/gdd/systems-index.md.
If the user declined: Verdict: BLOCKED — user did not approve the write.
This phase is entered when:
/map-systems [system-name]/map-systems nextnext was used, pick the highest-priority undesigned system (by design order)Use AskUserQuestion for: "Start designing [system-name] now, pick a different
system, or stop here?"
Once a system is selected, invoke the /design-system [system-name] skill.
The /design-system skill handles the full GDD authoring process:
/design-review when completeDo not duplicate the /design-system workflow here. This skill owns the systems
index; /design-system owns individual system GDDs.
After /design-system completes, use AskUserQuestion:
If continuing, return to Step 6a.
After the systems index is created (or after designing some systems), present next actions using AskUserQuestion:
/design-system [first-system-in-order]/gate-check systems-design — the Concept → Systems Design gate; offer this only while project.stage is still Concept/gate-check technical-setup — the Systems Design → Technical Setup gate, once the MVP systems have GDDsThe gate-check option ([C]) is worth knowing about: /gate-check technical-setup checks that the Systems Design phase's required artifacts exist and runs the phase-gate directors before you commit to architecture. CD-SYSTEMS and TD-SYSTEM-BOUNDARY are this skill's own gates — they run here, in full review mode, not in /gate-check.
After any individual GDD is completed:
/design-review design/gdd/[system].md in a fresh session to validate quality"/gate-check technical-setup when all MVP GDDs are complete"Applies in collaborative mode (the default). For guided and
autonomous modes, see .claude/docs/automation-modes.md — the rules below
describe what collaborative mode requires, not universal behavior.
This skill follows the collaborative design principle at every phase:
/design-system/design-system, which handles
incremental section writing, cross-referencing, design review, and index updatesproduction/session-state/active.md after
each milestone (index created, system designed, priorities changed)Never auto-generate the full systems list and write it without review. Never start designing a system without user confirmation. Always show the enumeration, dependencies, and priorities for user validation.
If context reaches or exceeds 70% at any point, append this notice:
Context is approaching the limit (≥70%). The systems index is saved to
design/gdd/systems-index.md. Open a fresh Claude Code session to continue designing individual GDDs — run/map-systems nextto pick up where you left off.
/design-system [first-system-in-order] to author the first GDD (use design order from the index)/map-systems next to always pick the highest-priority undesigned system automatically/design-review design/gdd/[system].md in a fresh session after each GDD is authored/gate-check technical-setup when all MVP GDDs are authored and reviewed© Donchitos, MIT. Rendered from Markdown: HTML in the file is shown as text, images as links, and headings moved down two levels. Raw file
Just SKILL.md in .claude/skills/map-systems of Donchitos/Claude-Code-Game-Studios.
Open the folder on GitHubat commit b21fa0f
Map Systems next to the 5 skills that share the most tags, products or categories with it. Stars are the repository's; “used in” counts other GitHub owners with a copy.
| Skill | Stars | Used in | Tokens | Auto-check | Licence | Repo updated |
|---|---|---|---|---|---|---|
| Map Systems this skillDonchitos/Claude-Code-Game-Studios | 26k | — | ~5.8k | Automated safety check: Pass | MIT | |
| Image to Three.js Modelimg2threejs/img2threejs | 18k | 1 repos | ~8.2k | Automated safety check: Pass | Apache-2.0 | |
| Web CloneJane-xiaoer/claude-skill-web-clone | 1k | 1 repos | ~2.7k | Automated safety check: Pass | MIT | |
| Threejs Game Directormajidmanzarpour/threejs-game-skills | 2.4k | — | ~2.2k | Automated safety check: Pass | MIT | |
| Game Asset Generatorhtdt/godogen | 7.1k | — | ~2.8k | Automated safety check: Pass | MIT | |
| Threejs Gameplay Systemsvalkor-ai/loom | 1.2k | 1 repos | ~1.4k | Automated safety check: Pass | Apache-2.0 |
img2threejs/img2threejs
Rebuilds the object in a reference image as a procedural, animation-ready Three.js model written entirely in code, using staged sculpting with quality checks.
Jane-xiaoer/claude-skill-web-clone
网站复刻 / 克隆方法论。USE WHEN 用户说 复刻网站、克隆网站、clone website、抄个站、仿站、 照着这个站做一个、reproduce site、还原某个网页效果、把这个站搬下来改成我的、 复刻某个交互/WebGL/Canvas/Three.js 效果。提供「先拿真源码 → 判路径 → 逆向拆解 → 搭工程 → 替换内容」的可移植决策树,覆盖静态站 /…
majidmanzarpour/threejs-game-skills
Entrypoint for building, upgrading, and finishing Three.js browser games.
htdt/godogen
Generates game art from text prompts: PNG images, GLB 3D models, rigged characters, animations and sprites, with background removal.
valkor-ai/loom
Build and iterate playable Three.js game systems: starter scaffold, architecture, design briefs, core loops, level and encounter design, entities, input, camera, collision and physics, scoring…
CyberAgentGameEntertainment/NovaShader
Execute C with Unity APIs when existing uloop tools cannot inspect or edit enough.
Donchitos/Claude-Code-Game-Studios
Audits game assets against naming conventions, file size budgets and format standards, and finds orphaned assets and missing references.
Donchitos/Claude-Code-Game-Studios
Writes per-asset visual specs and AI image-generation prompts for a game's characters, enemies and screens, driven by the GDD, art bible and an entity inventory.
Donchitos/Claude-Code-Game-Studios
Checks game data and formulas for balance outliers, broken progression, degenerate strategies and economy problems, and answers 'could not run' when the data is missing.
Donchitos/Claude-Code-Game-Studios
Turns a description into a structured bug report, or scans code for likely bugs, then verifies and closes reports through four modes.
Donchitos/Claude-Code-Game-Studios
Reviews the open bug backlog, separates severity from priority, assigns fixes to sprints and reports systemic trends, writing a dated triage file.
Donchitos/Claude-Code-Game-Studios
Generates an internal or player-facing changelog from git commits and sprint data, filtering out framework maintenance commits so that only work on the game itself reaches release copy.
Categories
Decompose a concept into individual systems, map dependencies, prioritize design order, create the systems index. Map Systems is an agent skill from Donchitos/Claude-Code-Game-Studios. Decompose a concept into individual systems, map dependencies, prioritize design order, create the systems index.
Map Systems fits situations like: game Development work in your project.
Run `npx skills add Donchitos/Claude-Code-Game-Studios --skill map-systems -a claude-code`. Or copy the skill folder (.claude/skills/map-systems in Donchitos/Claude-Code-Game-Studios) into .claude/skills/map-systems in your project. Claude Code loads it when a task matches its description.
Run `npx skills add Donchitos/Claude-Code-Game-Studios --skill map-systems -a codex`. Or copy the skill folder (.claude/skills/map-systems in Donchitos/Claude-Code-Game-Studios) into .agents/skills/map-systems in your project. Codex loads it when a task matches its description.
Cursor, Gemini CLI, GitHub Copilot and OpenCode also load SKILL.md folders. With the skills CLI, run `npx skills add Donchitos/Claude-Code-Game-Studios --skill map-systems -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/map-systems, .gemini/skills/map-systems, .github/skills/map-systems and .opencode/skills/map-systems in your project.
Going by SKILL.md and its folder, Map Systems needs the command-line tools its instructions call (bash). Its frontmatter pre-approves these tools: Read, Glob, Grep, Write, Edit, AskUserQuestion, TaskCreate, TaskGet, TaskList, TaskUpdate, Agent, Bash(bash "*/.claude/skills/map-systems/../../hooks/yaml-helper.sh" resolve_config *).
SKILL.md contains no URLs. Any network use would come from the scripts or tools the agent runs. This is read from the text; nothing was executed.
Our automated static check of SKILL.md found no risky patterns, such as piping downloads into a shell, reading credential files or hidden Unicode. It is not a guarantee. Review the folder before installing.
Map Systems is published under the MIT licence (the repository's licence). It allows redistribution, so the full SKILL.md is shown on this page.
About 5.8k tokens (SKILL.md is roughly 23k characters). Agents keep only the skill's name and description in context until a task matches; then they load SKILL.md in full.
Skills that share tags, products or a category with Map Systems: Image to Three.js Model (img2threejs/img2threejs, 18k stars), Web Clone (Jane-xiaoer/claude-skill-web-clone, 1k stars), Threejs Game Director (majidmanzarpour/threejs-game-skills, 2.4k stars) and Game Asset Generator (htdt/godogen, 7.1k stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.
Donchitos (a GitHub user) maintains it in Donchitos/Claude-Code-Game-Studios, which has 25,834 GitHub stars. The repository holds 73 skills in this directory. The repository was last updated on September 29, 2026.
Source: Donchitos/Claude-Code-Game-Studios on GitHub. Facts on this page come from the repository at the commit we read; the author's words are quoted as theirs.