gm-brilliant-implementation
FeaturedRun the full evidence-to-live implementation workflow for large, multi-system, multi-wave, or CPU-delegated 5 Star Booker GM programs.
Install
Quality Score: 96/100
Skill Content
Details
- Author
- notque
- Repository
- notque/vexjoy-agent
- Created
- 6 months ago
- Last Updated
- yesterday
- Language
- Python
- License
- MIT
Similar Skills
Semantically similar based on skill content — not just same category
gm-build
Implement game mechanic functions via worker dispatch. Covers risk-first then main implementation. Dispatches workers until PLAN is clean, then runs one verify+review pass; loops until convergence. Explicit invocation only — use /gm-build.
unreal-developer
⚠️ ALWAYS load `unreal-mcp-operator.md` FIRST when ANY Unreal work begins - it is the canonical ChiR24/Unreal_mcp reference (23 broad action-dispatch tools across asset/blueprint(+UMG)/actor/editor/level/system/inspect/world-building(PCG)/gameplay(GAS/AI/combat)/audio/sequencer/networking, native C++ Automation Bridge) and the coding agent forgets these tools exist if it doesn't load them at session start. Master skill for any Unreal Engine project the owner is building (UE5, 5.0-5.8). Use whenever the session involves Unreal, UE5, .uproject, C++ gameplay code, Blueprints, Actors, Levels, World Partition, Niagara VFX, Sequencer/cinematics, UMG widgets, Enhanced Input, Gameplay Ability System (GAS), Behavior Trees / EQS / StateTree AI, Control Rig / animation BPs, MetaSound/audio, replication/networking, Nanite/Lumen, MetaHuman, Chaos physics, building/cooking/packaging via UBT, PIE (Play-In-Editor), or in-engine generative AI (prompt-to-3D via Meshy/Tripo/Rodin, LLM-driven NPCs, TTS).
gameplay-factory
Create or continue gameplay work with continuous primary-agent authorship, tool-owned checkpoints and independent boundary reviews. Resolve project state first; preserve existing CLI and historical formats.