Implement Swift Codable models for JSON and property-list encoding and decoding with JSONDecoder, JSONEncoder, CodingKeys, and custom…
Build 3D web apps with Three.js (WebGL/WebGPU).
Three.js materials - PBR, basic, phong, shader materials, material properties.
Unity Cinemachine skill for virtual cameras, procedural camera control, and cinematic sequences.
Large world streaming skill for world partition.
Master Godot 4 GDScript patterns including signals, scenes, state machines, and optimization.
Master Unity ECS (Entity Component System) with DOTS, Jobs, and Burst for high-performance game development.
Autonomous browser game agent. Analyzes game concept, implements with KAPLAY.js (2D) or Three.js (3D), playtests in headless browser…
This skill provides templates, analysis frameworks, and quality criteria for game reverse-engineering and competitive analysis.
Directs creative vision and transforms game design concepts into production-ready art direction specifications.
Visual style, rendering techniques, and animation for web games.
Use when generated candidates must become engine-ready files with predictable size, canvas, alpha, anchor, and pivot — "clean these up for…
Numeric balance across objects with stats: cost curves, transitive versus intransitive systems, payoff matrices, dominant strategy…
Transforms novels and source bibles into structured, playable game concepts with distinct gameplay directions and prototype trade-offs.
Verbalizes and structures vague game ideas into actionable design blueprints focusing on player decision-making.
The hub and first pass on any single mechanic: the 5-Component Filter (Clarity, Motivation, Response, Satisfaction, Fit), the plugin-wide…
Systems and mechanics architect - Masters GDD authorship, player psychology, economy balancing, and gameplay loop design across all…
Use when working on Unity game development - provides expert validation, asset generation, and performance profiling
Use when implementing game animations, player feedback, character movement, or interactive entertainment in Unity, Unreal, or other game…
Use when a cross-engine gameplay task needs a Layer 2 shared-runtime architecture decision — simpler rule flow, FSM, behavior tree…
Use when a cross-engine gameplay task needs a Layer 2 shared-runtime behavior-tree design for hierarchical priorities, fallback branches…