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.
Add "juice" and game feel that makes actions satisfying — screen shake, hit-stop/freeze frames, tweened/eased motion, squash & stretch, knockback, and layered audio-visual feedback — as…
$ npx skills add ukanwat/overtime --skill game-feel -a claude-codeProject install by default; add -g for ~/.claude/skills/.
$ gh skill install ukanwat/overtime game-feel --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/ukanwat/overtime.git skills-src && mkdir -p .claude/skills && cp -r skills-src/.claude/skills/game-feel .claude/skills/game-feel && 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 "game-feel" agent skill from https://github.com/ukanwat/overtime/tree/main/.claude/skills/game-feel into .claude/skills/game-feel/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "game-feel", 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/ukanwat/overtime/tree/main/.claude/skills/game-feelType 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 ukanwat/overtime --skill game-feel -a codexProject install goes to .agents/skills/; add -g for ~/.codex/skills/.
$ gh skill install ukanwat/overtime game-feel --agent codexProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/ukanwat/overtime.git skills-src && mkdir -p .agents/skills && cp -r skills-src/.claude/skills/game-feel .agents/skills/game-feel && rm -rf skills-srcUse ~/.agents/skills/ instead of .agents/skills for a personal install.
Codex skills documentation · loads skills from .agents/skills/
Install the "game-feel" agent skill from https://github.com/ukanwat/overtime/tree/main/.claude/skills/game-feel into .agents/skills/game-feel/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "game-feel", 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 ukanwat/overtime --skill game-feel -a cursorProject install goes to .agents/skills/; add -g for ~/.cursor/skills/.
$ gh skill install ukanwat/overtime game-feel --agent cursorProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/ukanwat/overtime.git skills-src && mkdir -p .cursor/skills && cp -r skills-src/.claude/skills/game-feel .cursor/skills/game-feel && 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 "game-feel" agent skill from https://github.com/ukanwat/overtime/tree/main/.claude/skills/game-feel into .cursor/skills/game-feel/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "game-feel", 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/ukanwat/overtime.git --path .claude/skills/game-feel--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 ukanwat/overtime --skill game-feel -a gemini-cliProject install goes to .agents/skills/; add -g for ~/.gemini/skills/.
$ gh skill install ukanwat/overtime game-feel --agent gemini-cliProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/ukanwat/overtime.git skills-src && mkdir -p .gemini/skills && cp -r skills-src/.claude/skills/game-feel .gemini/skills/game-feel && 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 "game-feel" agent skill from https://github.com/ukanwat/overtime/tree/main/.claude/skills/game-feel into .gemini/skills/game-feel/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "game-feel", 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 ukanwat/overtime game-feelInstalls 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 ukanwat/overtime --skill game-feel -a github-copilotProject install goes to .agents/skills/; add -g for ~/.copilot/skills/.
$ git clone --depth 1 https://github.com/ukanwat/overtime.git skills-src && mkdir -p .github/skills && cp -r skills-src/.claude/skills/game-feel .github/skills/game-feel && 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 "game-feel" agent skill from https://github.com/ukanwat/overtime/tree/main/.claude/skills/game-feel into .github/skills/game-feel/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "game-feel", 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 ukanwat/overtime --skill game-feel -a opencodeOpenCode documents no install command of its own. Project install goes to .agents/skills/; add -g for ~/.config/opencode/skills/.
$ gh skill install ukanwat/overtime game-feel --agent opencodeProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/ukanwat/overtime.git skills-src && mkdir -p .opencode/skills && cp -r skills-src/.claude/skills/game-feel .opencode/skills/game-feel && 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 "game-feel" agent skill from https://github.com/ukanwat/overtime/tree/main/.claude/skills/game-feel into .opencode/skills/game-feel/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "game-feel", 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.
game-feelAdd "juice" and game feel that makes actions satisfying — screen shake, hit-stop/freeze frames, tweened/eased motion, squash & stretch, knockback, and layered audio-visual feedback — as…
Game Feel is an agent skill from ukanwat/overtime. Add "juice" and game feel that makes actions satisfying — screen shake, hit-stop/freeze frames, tweened/eased motion, squash & stretch, knockback, and layered audio-visual feedback — as engine-neutral techniques that pair with the detected engine's tween, particle, and camera APIs. Use when the user mentions game feel, juice, "make it feel good/punchy", screen shake, hit stop, screen freeze, easing, squash and stretch, impact frames, or feedback/polish on hits, jumps, pickups, and deaths.
Its SKILL.md is about 2.3k tokens, which your agent loads only when the skill is triggered. The skill folder holds 2 other files, including reference files (for example `references/feedback-recipes.md`). Compatibility notes: Engine-agnostic techniques; snippets in GDScript (Godot 4.x) and C (Unity 6) with pseudocode. Pairs with godot-animation/godot-audio, unity-animation…
It sits in Game Development. The repository describes itself as: Give a coding agent a brief, not a chat, and it works on its own across sessions. Includes an example run: an open-world city built in a real game engine with no human help. In… The licence is Apache-2.0.
4 steps, taken from the step headings in SKILL.md.
Read from SKILL.md and the folder at commit eac84e0. It shows what the files ask for, not the result of running them.
Pre-approves nothing: there is no allowed-tools line, so your agent's usual permission prompts apply.
From allowed-tools in the SKILL.md frontmatter.
No scripts in the folder and no shell commands in SKILL.md (its code samples are gdscript and csharp).
From 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.
Engine-agnostic techniques; snippets in GDScript (Godot 4.x) and C# (Unity 6) with pseudocode. Pairs with godot-animation/godot-audio, unity-animation, camera-systems, and audio-design.
From compatibility in the SKILL.md frontmatter.
Game Feel loads about 2.3k tokens when it runs, and up to ~3.7k if it reads all its reference files. Until then it costs about 126 tokens; SKILL.md has 766 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 ukanwat/overtime at commit eac84e0, republished under its Apache-2.0 licence (© ukanwat). 766 words, ~2,310 tokens.
.claude/skills/game-feel/SKILL.md (or your agent's skills folder). This skill also uses 1 other file; get the full folder from GitHub.The difference between a mechanic that works and one that feels good is feedback: the layered, slightly-exaggerated response an action provokes. This skill covers the engine- neutral techniques — screen shake, hit-stop, easing, squash & stretch, knockback, and stacked feedback — and tells you how to apply them without burying the underlying simulation. It adds polish on top of an existing mechanic; it does not implement the mechanic.
When not to use: for the raw controller math (jump height, coyote time) use the
platformer genre and the engine movement skill. For camera follow/deadzone/orbit framing
use camera-systems (this skill only triggers the shake). For mixing, ducking, and adaptive
music use audio-design. For shader-based dissolves/flashes use shader-programming and the
engine shader skill. For the concrete tween/particle node APIs, use the engine animation skill
(godot-animation, unity-animation).
One satisfying hit is usually 5–8 tiny responses firing together within ~100 ms: a sound, a particle burst, a brief hit-stop, a flash, a knockback, a small screen shake, and a number popping up. Each is cheap; stacked, they read as "impact". Two rules keep it from becoming a mess: (1) exaggerate briefly and return to rest (juice is transient, not a new resting state); (2) scale juice to event importance — a footstep is not a boss death.
on_hit, on_land,
on_pickup, on_death, on_fire. If the mechanic doesn't emit these, add them first.# Godot 4.x. Store trauma 0..1; shake = trauma^2 so small hits barely move, big hits punch.
# Drives a Camera2D OFFSET (the visual), never the player body. Decays every frame.
@export var decay := 1.2 # trauma lost per second
@export var max_offset := Vector2(12, 8)
@export var max_roll := 0.1 # radians
var trauma := 0.0
var _t := 0.0
func add_trauma(amount: float) -> void:
trauma = clampf(trauma + amount, 0.0, 1.0) # hits ADD; they don't reset
func _process(dt: float) -> void:
if trauma <= 0.0: return
trauma = maxf(trauma - decay * dt, 0.0)
var shake := trauma * trauma # quadratic: gentle low, sharp high
_t += dt * 30.0
# Smooth pseudo-random via sampled noise/sin, NOT rand each frame (that buzzes).
offset = Vector2(max_offset.x * shake * sin(_t * 1.7),
max_offset.y * shake * sin(_t * 2.3))
rotation = max_roll * shake * sin(_t * 1.1)
# Unity 6: identical model on a CinemachineCamera via CinemachineBasicMultiChannelPerlin
# (set AmplitudeGain/FrequencyGain from trauma^2) — see camera-systems.# Godot 4.x. Drop time scale, then restore after a REAL-TIME delay (unaffected by time_scale).
func hit_stop(duration := 0.08, scale := 0.05) -> void:
Engine.time_scale = scale
# 4th arg ignore_time_scale=true → the timer still fires while the game is frozen.
await get_tree().create_timer(duration, true, false, true).timeout
Engine.time_scale = 1.0// Unity 6 (C#). WaitForSecondsRealtime ignores Time.timeScale, so the timer still elapses.
IEnumerator HitStop(float duration = 0.08f, float scale = 0.05f) {
Time.timeScale = scale;
yield return new WaitForSecondsRealtime(duration);
Time.timeScale = 1f; // RIGHT: real-time wait. WRONG: WaitForSeconds (never resumes at scale 0)
}# Godot 4.x. Conserve volume: stretch one axis, squash the other, then spring back with overshoot.
func pop(node: Node2D) -> void:
node.scale = Vector2(1.3, 0.7) # instant squash on the event
var tw := create_tween()
tw.tween_property(node, "scale", Vector2.ONE, 0.18) \
.set_trans(Tween.TRANS_BACK).set_ease(Tween.EASE_OUT) # BACK = overshoots past 1, settles
# RIGHT: ease back (TRANS_BACK/ELASTIC) for life. WRONG: linear tween → mechanical, dead.# One call per event; the tier decides intensity so the whole game stays consistent.
func feedback(event_pos: Vector2, tier: String) -> void:
match tier:
"small": AudioBus.play("tick"); Camera.add_trauma(0.15)
"medium": AudioBus.play("hit"); Camera.add_trauma(0.4); hit_stop(0.05); spawn_particles(event_pos, 6)
"large": AudioBus.play("boom"); Camera.add_trauma(0.8); hit_stop(0.12); spawn_particles(event_pos, 30); flash_white(0.06)WaitForSeconds / a scaled timer never resumes (at time scale 0 the timer
never advances). Use a real-time wait (WaitForSecondsRealtime, or Godot's
ignore_time_scale timer).references/feedback-recipes.md.camera-systems — owns camera follow/deadzone/orbit; this skill only feeds it shake trauma.godot-animation, unity-animation — concrete tween/AnimationPlayer/particle APIs juice rides on.audio-design — the sound layer of every feedback bundle; ducking and SFX variation.physics-tuning — knockback forces and the timestep juice must not destabilize.platformer, fps-shooter, roguelike — genres whose moment-to-moment feel this elevates.© ukanwat, Apache-2.0. Rendered from Markdown: HTML in the file is shown as text, images as links, and headings moved down two levels. Raw file
SKILL.md and 1 other file (references) in .claude/skills/game-feel of ukanwat/overtime.
Open the folder on GitHubat commit eac84e0
We found 1 copy of this SKILL.md (exact, near-identical or edited) in other folders, from 1 other GitHub owner. This page covers the copy in ukanwat/overtime, which our catalogue first saw on October 7, 2026.
Game Feel 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 |
|---|---|---|---|---|---|---|
| Game Feel this skillukanwat/overtime | 387 | 1 repos | ~2.3k | Automated safety check: Pass | Apache-2.0 | |
| 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 | 2.5k | — | ~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.
ukanwat/overtime
Implement game audio practice — bus/mixer architecture and gain in decibels, ducking (sidechain), adaptive/dynamic music via layering and re-sequencing, SFX variation, and beat synchronization.
ukanwat/overtime
Build game cameras that feel good — 2D follow with a deadzone, look-ahead, smoothing, and level-bounds clamping; 3D third-person orbit with collision and first-person look; plus multi-target framing…
ukanwat/overtime
Build branching dialogue and narrative — a node/choice graph with conditions, variables, and localization hooks — and choose between authoring tools Ink and Yarn Spinner or a custom data-driven…
ukanwat/overtime
Design NPC and enemy decision-making with finite state machines, behavior trees, steering behaviors, and A pathfinding — engine-neutral algorithms that pair with the detected engine's navigation API.
ukanwat/overtime
Design and build game UI/UX — HUDs, menus, and overlays — that survive every screen: anchor- based responsive layout, resolution/aspect scaling and safe areas, keyboard/gamepad focus navigation, a…
ukanwat/overtime
Architect game input — action mapping (abstracting keys into named actions), rebinding with conflict detection and persistence, multi-device support (keyboard, gamepad, touch), analog deadzones, and…
Categories
Add "juice" and game feel that makes actions satisfying — screen shake, hit-stop/freeze frames, tweened/eased motion, squash & stretch, knockback, and layered audio-visual feedback — as…. Game Feel is an agent skill from ukanwat/overtime. Add "juice" and game feel that makes actions satisfying — screen shake, hit-stop/freeze frames, tweened/eased motion, squash & stretch, knockback, and layered audio-visual feedback — as engine-neutral techniques that pair with the detected engine's tween, particle, and camera APIs.
Game Feel fits situations like: the user mentions game feel; make it feel good/punchy; squash and stretch; feedback/polish on hits.
Run `npx skills add ukanwat/overtime --skill game-feel -a claude-code`. Or copy the skill folder (.claude/skills/game-feel in ukanwat/overtime) into .claude/skills/game-feel in your project. Claude Code loads it when a task matches its description.
Run `npx skills add ukanwat/overtime --skill game-feel -a codex`. Or copy the skill folder (.claude/skills/game-feel in ukanwat/overtime) into .agents/skills/game-feel 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 ukanwat/overtime --skill game-feel -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/game-feel, .gemini/skills/game-feel, .github/skills/game-feel and .opencode/skills/game-feel in your project.
SKILL.md names no scripts, command-line tools or credentials: Game Feel is instructions for the agent only. Compatibility (from SKILL.md): Engine-agnostic techniques; snippets in GDScript (Godot 4.x) and C# (Unity 6) with pseudocode. Pairs with godot-animation/godot-audio, unity-animation, camera-systems, and audio-design..
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.
Game Feel is published under the Apache-2.0 licence (declared in SKILL.md). It allows redistribution, so the full SKILL.md is shown on this page.
About 2.3k tokens (SKILL.md is roughly 9.2k characters). Agents keep only the skill's name and description in context until a task matches; then they load SKILL.md in full. Its references folder adds about 1.4k tokens, read only when the agent opens those files.
Skills that share tags, products or a category with Game Feel: 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, 2.5k 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.
ukanwat (a GitHub user) maintains it in ukanwat/overtime, which has 387 GitHub stars. The repository holds 21 skills in this directory. The repository was last updated on October 8, 2026.
Source: ukanwat/overtime on GitHub. Facts on this page come from the repository at the commit we read; the author's words are quoted as theirs.