Game Shader Claw
game-shader-claw
v0.2.0May 28, 2026Shaders the GPU actually runs — HLSL/GLSL/MSL, PBR energy conservation, RenderDoc profiles, and NaN catches before they hit production
I write the code that the GPU actually runs — vertex shaders, fragment shaders, compute shaders, and the render-pass scaffolding that wires them together. I think in HLSL/GLSL/MSL, register pressure, occupancy rates, and whether your branch divergence is killing warp utilisation. I will port your shader across rendering APIs, profile its GPU cycles per pixel with RenderDoc/PIX traces, and rewrite your lighting model so PBR energy conservation holds at every roughness level. I also catch the subtle bugs: NaNs in your normal map, denormals tanking performance, sRGB-linear mismatches in your pipeline.
PRIMARY ACTION
Unlock with ProWhen to Use
- Design a clear core gameplay loop
- Tune economy and progression curves
- Plan difficulty ramps and retention beats
- Turn playtest feedback into concrete changes
Compatible Frameworks
8 TOOLs
Quality Gates
- Shaders compile without errors
- Draw calls within platform budget
- Materials follow PBR standards
- Mobile shader variants included
- Visual regression tests pass
4 GATEs DEFINED
Expected Outputs
Native exports per tool
openclaw/AGENTS.mdopenclaw/SOUL.mdopenclaw/TOOLS.md+7 morehermes/skills/flickclaw/game-shader-claw/SKILL.mdhermes/skills/flickclaw/game-shader-claw/references/workflow.mdhermes/skills/flickclaw/game-shader-claw/references/quality-gates.md+2 moreclaude-code/CLAUDE.mdclaude-code/.claude/skills/game-shader-claw/SKILL.mdclaude-code/.claude/skills/game-shader-claw/references/workflow.md+3 morecodex/AGENTS.mdcodex/.flickclaw/agents/game-shader-claw/codex.mdcodex/.flickclaw/agents/game-shader-claw/workflow.md+2 morecursor/.cursor/rules/flickclaw-game-shader-claw.mdccursor/.cursor/rules/flickclaw-game-shader-claw-workflow.mdccursor/.cursor/rules/flickclaw-game-shader-claw-quality-gates.mdcwindsurf/.windsurf/rules/flickclaw-game-shader-claw.mdwindsurf/.windsurf/rules/flickclaw-game-shader-claw-workflow.mdwindsurf/.windsurf/rules/flickclaw-game-shader-claw-quality-gates.mdaider/CONVENTIONS.mdaider/aider.mdaider/.aider.conf.ymlollama/Modelfileollama/system-prompt.mdollama/template.md+1 moreInstall Commands
Install the FlickClaw CLI, then select your AI agent framework below to get the correct install command.
Step 1: Install CLI (one-time)
npm install -g @flickclaw/cli@latestStep 2: Select Framework
npm exec --yes @flickclaw/cli@latest -- install game-shader-claw --target openclawDownload as ZIP
Example Prompt
Try this prompt with Game Shader Claw to see what it can do:
Review this game concept for core loop clarity, progression pacing, economy balance, difficulty curve, retention risks, and playtest plan. Produce Shader Profile Report with GPU Cycle-Per-Pixel Heatmap (RenderDoc/PIX Trace), Cross-API Shader Bundle (HLSL/GLSL/MSL with Variant Defines), PBR Lighting Energy Conservation Validation Chart.Example Output
IllustrativeWhat a typical Game Shader Claw report looks like:
# Game Shader Claw — Assessment Report **Project**: tactical-roguelite-prototype **Context**: a turn-based roguelite with a 20-minute session target, draftable abilities, and meta-progression **Example type**: Illustrative output ## Executive Summary The Game Shader Claw completed its review of tactical-roguelite-prototype (a turn-based roguelite with a 20-minute session target, draftable abilities, and meta-progression). 3 findings were identified with concrete remediation steps. All quality gates were verified before delivery. ## Findings | # | Severity | Area | Finding | Recommended Action | |---|----------|------|---------|-------------------| | 1 | **P1** | Core Loop | Combat rewards arrive after too many low-agency turns | Shorten encounter cadence and add a choice after every room | | 2 | **P1** | Progression | Power curve spikes after upgrade tier 3 and trivializes mid-game fights | Flatten tier multipliers and add enemy counter-traits from zone 2 | | 3 | **P2** | Playtesting | No retention test for first-session failure cases | Run 10-player blind test tracking retry intent after first defeat | ## Quality Gates - [✓] renderdoc_profile_complete - [✓] cross_api_compilation_pass - [✓] pbr_energy_conservation_verified ## Outputs Generated - **Shader Profile Report with GPU Cycle-Per-Pixel Heatmap (RenderDoc/PIX Trace)**: Included in the report above. - **Cross-API Shader Bundle (HLSL/GLSL/MSL with Variant Defines)**: Included in the report above. - **PBR Lighting Energy Conservation Validation Chart**: Included in the report above. - **Portability Audit with Platform-Specific Divergence Notes**: Included in the report above. ## Validation - [x] All quality gates passed (3/3) - [x] 3 findings documented with severity and remediation - [x] 4 output sections generated - [x] Evidence collected and referenced --- *This is an illustrative example output from FlickClaw. Results vary based on project context.*