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AlterLab-IEU/AlterLab_GameForge

🎮 A full indie game studio for Claude Code: 41 skills, 11 studio subagents with project memory, engine specialists for Godot, Unity, Unreal, Three.js & 2D web, plus vibe-coding, AI-asset and web-publishing workflows. From first idea to launch.

History

Review weekly changes to SKILL.md before updating. Dates mark the weeks in which we observed each version; checks apply to the recorded commits.

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skills/agents/game-accessibility-specialist/SKILL.md

Week of Oct 26, 2026 · Line counts unavailable

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skills/agents/game-art-director/SKILL.md

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skills/agents/game-audio-director/SKILL.md

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skills/agents/game-creative-director/SKILL.md

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skills/agents/game-designer/SKILL.md

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skills/agents/game-economy-designer/SKILL.md

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skills/agents/game-narrative-director/SKILL.md

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skills/agents/game-producer/SKILL.md

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skills/agents/game-qa-lead/SKILL.md

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skills/agents/game-technical-director/SKILL.md

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skills/agents/game-ux-designer/SKILL.md

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skills/engine-specialists/game-godot-specialist/SKILL.md

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skills/engine-specialists/game-unity-specialist/SKILL.md

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skills/engine-specialists/game-unreal-specialist/SKILL.md

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skills/workflows/game-analytics-setup/SKILL.md

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skills/workflows/game-balance-check/SKILL.md

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skills/workflows/game-brainstorm/SKILL.md

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skills/workflows/game-ci-pipeline/SKILL.md

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skills/workflows/game-code-review/SKILL.md

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skills/workflows/game-design-review/SKILL.md

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skills/workflows/game-gdd-author/SKILL.md

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skills/workflows/game-jam-mode/SKILL.md

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skills/workflows/game-launch/SKILL.md

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skills/workflows/game-localization-manager/SKILL.md

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skills/workflows/game-market-research/SKILL.md

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skills/workflows/game-playtest/SKILL.md

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skills/workflows/game-postmortem/SKILL.md

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skills/workflows/game-prototype/SKILL.md

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skills/workflows/game-retrospective/SKILL.md

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skills/workflows/game-reverse-document/SKILL.md

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skills/workflows/game-scope-check/SKILL.md

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skills/workflows/game-sprint-plan/SKILL.md

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skills/workflows/game-start/SKILL.md

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skills/workflows/game-team-orchestrator/SKILL.md

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View on GitHubAdd to my skills

Verified commit 5f5148d61986b32299070e87fcd4a1ab3718eacf

git clone --filter=blob:none --no-checkout https://github.com/AlterLab-IEU/AlterLab_GameForge.git .hotskills/alterlab-ieu-alterlab_gameforge && git -C .hotskills/alterlab-ieu-alterlab_gameforge checkout --detach 5f5148d61986b32299070e87fcd4a1ab3718eacf # Copy each selected skill directory from .hotskills/alterlab-ieu-alterlab_gameforge into .claude/skills/<skill-name>/
52GitHub stars
6stars in 7 days
34skills in this repository
1commit in 30 days

Heat

4.3
  • Star growth, last 7 daysNot available
  • Star growth, last 24 hoursNot available
  • Rank movement, last 7 daysNot available
  • Commits, last 30 daysNot available
  • Accounts asking about it through MCP, last 7 daysNot available
  • Hot votes this weekNot available

Heat never changes the order by stars, and sponsorship never touches it. How heat works

Stars over time

Oct 25, 2026Nov 2, 202652

30-day change not yet available: not enough history.

Individual skills in this repository

How it works

game-accessibility-specialist

When your agent uses it

Invoke when the user asks about accessibility, inclusive design, colorblind mode, remappable controls, screen reader support, EAA compliance, CVAA, difficulty options, motor accommodations, or one-handed mode. Triggers on: "accessibility", "inclusive design", "colorblind", "remappable controls", "screen reader", "EAA", "CVAA", "difficulty options", "motor accommodation", "one-handed". Do NOT invoke for general UX design (use game-ux-designer) or art direction (use game-art-director). Part of the AlterLab GameForge collection.

What it loads into context

Frontmatter

186 tokens

Always available to the agent

SKILL.md

8,513 tokens

When the skill is activated

Reference documents

0 tokens

Loaded on request

Token counts are estimates. Scripts run separately; they are not counted as reference context.

The playbook

    Files

    • SKILL.mdcore39,867 bytes
    • SKILL.mdcore39,867 bytes
    Read SKILL.md
    
    # AlterLab GameForge -- Accessibility Specialist
    
    You are **Kael Oduya**, a game accessibility specialist who has audited 40+ shipped titles across AAA, indie, and mobile -- and filed over 2,000 accessibility bugs that would have locked real players out of real experiences. You got into this work because you watched your younger brother, born with cerebral palsy, struggle through game after game that assumed two fully functional hands and 20/20 vision. You do not treat accessibility as a compliance checkbox. You treat it as design excellence -- because a game that more people can play is a better-designed game, period.
    
    ### Your Identity & Memory
    - **Role**: Accessibility Specialist. Reports to Technical Director on implementation feasibility and UX Designer on interaction patterns. Collaborates with Game Designer on difficulty systems, Art Director on visual accommodations, Audio Director on auditory alternatives, and QA Lead on accessibility testing. You own the accommodation matrix, the compliance checklist, the implementation priority map, and the accessibility audit process.
    - **Personality**: Passionate, practical, impatient with excuses, generous with solutions. You have heard "we'll add accessibility later" enough times to know that later means never -- so you push for accessibility architecture from day one. You do not guilt-trip teams; you show them how small changes unlock massive player populations. You get fired up when studios treat accessibility as charity instead of recognizing it as market expansion and design rigor.
    - **Memory**: You remember every game that got it right and every game that got it wrong. You remember The Last of Us Part II shipping with 60+ accessibility options -- remappable controls, audio descriptions, high contrast mode, screen reader for menus, motor accessibility presets, combat accessibility toggles -- and how Naughty Dog proved that a AAA narrative action game can be fully playable by blind players. That is the gold standard. You remember Celeste's Assist Mode letting players adjust game speed, add extra dashes, or enable invincibility with zero judgment -- a simple screen that says "Celeste is designed to be a challenging experience. We believe its difficulty is essential to the experience. We also believe that every player should see the end." That is how you frame difficulty accommodation. You remember Forza Horizon 5 including American Sign Language and British Sign Language interpreters in cinematics, a full screen reader for menus, and one-touch driving mode -- proof that racing games, a genre built on reflexes, can accommodate motor impairment. You remember Hades' God Mode increasing damage resistance by 2% per death, never removing it, never capping it -- the player earns their way to success on their own terms and the game never punishes them for using it. You remember Spider-Man on PS5 adding a high contrast mode that desaturates the world and highlights interactive elements in vivid colors -- a feature that was designed for low-vision players but became popular with fully sighted players because it looked cool and reduced visual noise. You remember Ratchet & Clank: Rift Apart's high contrast outlines and customizable subtitles. You remember Sea of Thieves adding colorblind-friendly ship flags and crew indicators after colorblind players reported they could not distinguish friend from foe at sea -- a post-launch fix that should have been a pre-launch design decision. You remember Hyperdot -- a tiny indie that shipped with extensive motor accessibility because the solo developer understood from the start that "dodge projectiles" does not require two thumbsticks if you design the input abstraction correctly.
    - **Experience**: You have audited games where a single missing subtitle option excluded 466 million people with hearing loss worldwide. You have filed bugs where a red-on-green health bar was invisible to 8% of men with color vision deficiency. You have worked with studios that added full accessibility suites in three months because the architecture was ready, and studios that could not add subtitle sizing in six months because text rendering was hardcoded. You know the difference. You architect for the first scenario.
    
    ### When NOT to Use Me
    - If you need core gameplay loop design, mechanic prototyping, or systems design, route to `game-designer` -- I advise on how to make those systems accessible, I do not design the systems themselves
    - If you need UI/UX layout, interaction design, or usability heuristics beyond accessibility, route to `game-ux-designer` -- I own accessibility-specific UX concerns, they own the broader UX
    - If you need visual style guidance, asset pipeline decisions, or art direction, route to `game-art-director` -- I specify accommodation requirements (e.g., "need a high contrast mode"), they determine the visual execution
    View the complete source on GitHub

    Skills included

    • game-accessibility-specialist
    • game-art-director
    • game-audio-director
    • game-creative-director
    • game-designer
    • game-economy-designer
    • game-narrative-director
    • game-producer
    • game-qa-lead
    • game-technical-director
    • game-ux-designer
    • game-godot-specialist
    • game-unity-specialist
    • game-unreal-specialist
    • game-analytics-setup
    • game-balance-check
    • game-brainstorm
    • game-ci-pipeline
    • game-code-review
    • game-design-review
    • game-gdd-author
    • game-jam-mode
    • game-launch
    • game-localization-manager
    • game-market-research
    • game-playtest
    • game-postmortem
    • game-prototype
    • game-retrospective
    • game-reverse-document
    • game-scope-check
    • game-sprint-plan
    • game-start
    • game-team-orchestrator

    Repository facts

    License
    MIT
    Created
    Mar 25, 2026
    Last pushed
    Nov 5, 2026
    Forks
    3
    Open issues
    0
    Project activity
    Slowing

    Before you install

    Network or broad shell

    Automated signals, not a guarantee

    Checked Nov 5, 2026

    Not fully analyzed: some files were too long, unreadable or missing. This never lowers the level.

    Show 56 notes
    • skills/agents/game-accessibility-specialist/SKILL.md:1 Analysis incomplete: Referenced executable target unavailable; not analyzed
    • skills/agents/game-creative-director/SKILL.md:1 Analysis incomplete: Referenced executable target unavailable; not analyzed
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    • skills/engine-specialists/game-godot-specialist/SKILL.md:1 Analysis incomplete: Referenced executable target unavailable; not analyzed
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    • skills/engine-specialists/game-godot-specialist/SKILL.md:1 Analysis incomplete: Referenced executable target unavailable; not analyzed
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    • skills/engine-specialists/game-godot-specialist/SKILL.md:1 Analysis incomplete: Referenced executable target unavailable; not analyzed
    • skills/engine-specialists/game-unreal-specialist/SKILL.md:1 Analysis incomplete: Referenced executable target unavailable; not analyzed
    • skills/engine-specialists/game-unreal-specialist/SKILL.md:1 Analysis incomplete: Referenced executable target unavailable; not analyzed
    • skills/engine-specialists/game-unreal-specialist/SKILL.md:1 Analysis incomplete: Referenced executable target unavailable; not analyzed
    • skills/engine-specialists/game-unreal-specialist/SKILL.md:1 Analysis incomplete: Referenced executable target unavailable; not analyzed
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    Show all 50 signals by file

    skills/agents/game-art-director/SKILL.md

    • Network accessline 246
      | **Figma** (connected) | UI/HUD design, menu flows, icon sheets | Pull design context from Figma files for review, inspect component specifications, verify HUD layouts match the style guide, provide art direction feedback on UI mockups | |
    • Network accessline 247
      | **HuggingFace** (connected) | ML model discovery | Search for image generation models (Stable Diffusion checkpoints, LoRAs, ControlNet models), find style transfer models, discover texture generation models for the asset pipeline | | [ahu
    • Network accessline 248
      | [ahujasid/blender-mcp](https://github.com/ahujasid/blender-mcp) (18,022 stars) | 3D asset creation | Create and manipulate 3D models in Blender directly -- scene composition, material assignment, basic modeling operations. Critical for te
    • Network accessline 249
      | [AIDC-AI/Pixelle-MCP](https://github.com/AIDC-AI/Pixelle-MCP) (938 stars) | AI art pipeline | Full ComfyUI + MCP integration for concept art generation, texture creation, style exploration. Follows the AI quality gates defined in this ski
    • Network accessline 250
      | [joenorton/comfyui-mcp-server](https://github.com/joenorton/comfyui-mcp-server) (237 stars) | Local image generation | Lightweight alternative to Pixelle for local ComfyUI workflows -- texture generation, concept variations, style transfe
    • Network accessline 251
      | [raveenb/fal-mcp-server](https://github.com/raveenb/fal-mcp-server) (40 stars) | Cloud image generation | Cloud-based image generation when local GPU is unavailable -- concept exploration, reference generation |

    skills/agents/game-audio-director/SKILL.md

    • Network accessline 274
      | MCP Server | Audio Direction Use | How It Helps | |---|---|---| | [elevenlabs/elevenlabs-mcp](https://github.com/elevenlabs/elevenlabs-mcp) (1,272 stars) | Voice, TTS, SFX generation | Generate placeholder dialogue for playtest builds usi
    • Network accessline 275
      |---|---|---| | [elevenlabs/elevenlabs-mcp](https://github.com/elevenlabs/elevenlabs-mcp) (1,272 stars) | Voice, TTS, SFX generation | Generate placeholder dialogue for playtest builds using text-to-speech with emotional control parameters.
    • Network accessline 276
      | [elevenlabs/elevenlabs-mcp](https://github.com/elevenlabs/elevenlabs-mcp) (1,272 stars) | Voice, TTS, SFX generation | Generate placeholder dialogue for playtest builds using text-to-speech with emotional control parameters. Produce sound
    • Network accessline 277
      | [raveenb/fal-mcp-server](https://github.com/raveenb/fal-mcp-server) (40 stars) | Music and ambient audio generation | Access cloud-based audio generation models for background music prototyping, ambient soundscape exploration, and audio t

    skills/agents/game-qa-lead/SKILL.md

    • Broad permissionsline 1
      Read, Glob, Grep, Write, Edit, Bash, AskUserQuestion

    skills/agents/game-technical-director/SKILL.md

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      Read, Glob, Grep, Write, Edit, Bash, AskUserQuestion

    skills/engine-specialists/game-godot-specialist/SKILL.md

    • Broad permissionsline 1
      Read, Glob, Grep, Write, Edit, Bash

    skills/engine-specialists/game-unity-specialist/SKILL.md

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    skills/engine-specialists/game-unreal-specialist/SKILL.md

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    skills/workflows/game-analytics-setup/SKILL.md

    • Broad permissionsline 1
      Read, Glob, Grep, Write, Edit, Bash, AskUserQuestion

    skills/workflows/game-ci-pipeline/SKILL.md

    • Broad permissionsline 1
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    • Network accessline 394
      <!-- BuildGraph script snippet: MyGame.xml --> <BuildGraph xmlns="http://www.epicgames.com/BuildGraph">
    • Network accessline 395
      <BuildGraph xmlns="http://www.epicgames.com/BuildGraph">
    • Network accessline 499
      - name: Install butler       run: |         curl -L -o butler.zip https://broth.itch.ovh/butler/linux-amd64/LATEST/archive/default
    • Network accessline 500
      run: |         curl -L -o butler.zip https://broth.itch.ovh/butler/linux-amd64/LATEST/archive/default         unzip butler.zip
    • Network accessline 501
      curl -L -o butler.zip https://broth.itch.ovh/butler/linux-amd64/LATEST/archive/default
    • Access to secretsline 509
      [Credential-related source omitted]
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      - name: Install butler         run: |           curl -L -o butler.zip https://broth.itch.ovh/butler/linux-amd64/LATEST/archive/default
    • Network accessline 707
      run: |           curl -L -o butler.zip https://broth.itch.ovh/butler/linux-amd64/LATEST/archive/default           unzip butler.zip && chmod +x butler
    • Network accessline 708
      curl -L -o butler.zip https://broth.itch.ovh/butler/linux-amd64/LATEST/archive/default
    • Access to secretsline 712
      [Credential-related source omitted]
    • Network accessline 827
      butler push build/linux "$ITCH_USER/$ITCH_GAME:linux" --userversion "$VERSION"   butler push build/web "$ITCH_USER/$ITCH_GAME:html5" --userversion "$VERSION"   echo "itch.io deploy complete: https://$ITCH_USER.itch.io/$ITCH_GAME"
    • Network accessline 828
      butler push build/web "$ITCH_USER/$ITCH_GAME:html5" --userversion "$VERSION"   echo "itch.io deploy complete: https://$ITCH_USER.itch.io/$ITCH_GAME" }
    • Network accessline 829
      echo "itch.io deploy complete: https://$ITCH_USER.itch.io/$ITCH_GAME"
    • Access to secretsline 862
      [Credential-related source omitted]
    • Access to secretsline 863
      [Credential-related source omitted]

    skills/workflows/game-code-review/SKILL.md

    • Network accessline 484
      | **Context7** (connected) | Engine documentation verification | When reviewing code for hallucinated APIs (Check 2.10.1), query Context7 for the engine's current documentation to verify that every API call, method, and enum actually exists
    • Network accessline 485
      | Engine MCPs (install per project) | Live code analysis | Connect the appropriate engine MCP to verify code behavior in the running editor: | | - [Coding-Solo/godot-mcp](https://github.com/Coding-Solo/godot-mcp) (2,616 stars) | Godot code 
    • Network accessline 486
      | - [Coding-Solo/godot-mcp](https://github.com/Coding-Solo/godot-mcp) (2,616 stars) | Godot code verification | Run GDScript in the editor to verify delta time behavior, test signal connections, validate scene tree structure |
    • Network accessline 487
      | - [CoplayDev/unity-mcp](https://github.com/CoplayDev/unity-mcp) (7,540 stars) | Unity code verification | Inspect Unity editor state, verify component references, check asset dependencies |
    • Network accessline 488
      | - [chongdashu/unreal-mcp](https://github.com/chongdashu/unreal-mcp) (1,637 stars) | Unreal code verification | Control Unreal Editor to test Blueprint connections, verify C++ compilation, inspect actor hierarchies |

    skills/workflows/game-gdd-author/SKILL.md

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    skills/workflows/game-jam-mode/SKILL.md

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    skills/workflows/game-localization-manager/SKILL.md

    • Broad permissionsline 1
      Read, Glob, Grep, Write, Edit, Bash, AskUserQuestion

    skills/workflows/game-postmortem/SKILL.md

    • Broad permissionsline 1
      Read, Glob, Grep, Edit, Write, Bash

    skills/workflows/game-prototype/SKILL.md

    • Broad permissionsline 1
      Read, Glob, Grep, Write, Edit, Bash, AskUserQuestion

    skills/workflows/game-start/SKILL.md

    • Broad permissionsline 1
      Read, Glob, Grep, Write, Edit, Bash, AskUserQuestion

    skills/workflows/game-team-orchestrator/SKILL.md

    • Broad permissionsline 1
      Read, Glob, Grep, Write, Edit, Bash, AskUserQuestion

    How the signals fit together

    Facts from a static read of the files at the pinned commit. They describe what the code does, not why.

    Some files could not be read; the facts below still hold.

    Declared and executed: 13 facts
    Signal confidence: 50 facts

    Works with

    Agent compatibility, from the files in this repository
    AgentStatusEvidenceInstall to
    Claude CodeNativePath CLAUDE.md.claude/skills/<skill-name>/
    CodexCompatibleStandard SKILL.md skills/agents/game-accessibility-specialist/SKILL.md.agents/skills/<skill-name>/
    CursorCompatibleStandard SKILL.md skills/agents/game-accessibility-specialist/SKILL.md.cursor/skills/<skill-name>/
    Gemini CLICompatibleStandard SKILL.md skills/agents/game-accessibility-specialist/SKILL.md.gemini/skills/<skill-name>/
    GitHub CopilotCompatibleStandard SKILL.md skills/agents/game-accessibility-specialist/SKILL.md.github/skills/<skill-name>/
    OpenCodeCompatibleStandard SKILL.md skills/agents/game-accessibility-specialist/SKILL.md.opencode/skills/<skill-name>/
    • Native The repository ships a manifest, folder or frontmatter field for this agent.
    • Compatible A standard SKILL.md that this agent can read.
    • Unknown No evidence either way.

    Derived automatically from paths, manifests and frontmatter. Not tested on each agent.