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…
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 a cross-engine gameplay task needs a Layer 1 foundation for cost, spend, reservation, refund, or commit-and-rollback semantics…
Use when a cross-engine gameplay task needs a Layer 1 foundation for change callbacks, invalidation signals, observer updates, or…
Use when a cross-engine gameplay task needs a Layer 1 foundation for timer logic, update cadence, cooldown clocks, pause rules, or…
Juice, feedback layering, screen shake/particles/sound timing, the perception-action cycle, and 'why does this feel bad?' diagnostics.
Game design assistant for exploring mechanics, authoring new games, and refining existing ones.
Expertise in F2P economics, virtual currencies, and ethical monetization strategiesUse when "game monetization, F2P economy, in-app…
Main orchestrator for web game development.
Zero-GC game patterns with JEngine using modern C# 9+.
Per-frame performance and GC-pressure optimization for JS/TS game code.
Generates and manages industry-standard Game Design Documents (GDD) with a professional planning framework.
Run browser-game playtests and frontend QA.
Expert knowledge of Unity-based game skill configuration system.
Help users create .randsum.json specs for custom TTRPG dice mechanics.
Route early browser-game work. Use when the user needs stack selection and workflow planning across design, implementation, assets, and…
Use when a user wants to optimize specific games (FPS, latency, frame pacing, screen tearing) on Windows — per-game NVCP profiles…