Diagnose Swift Concurrency issues, refactor callback-based code to async/await, and guide Swift 6 migration when working with tasks…
Use when writing, reviewing, or refactoring SwiftUI code for iOS or macOS, including state management and `@Observable` data flow, view…
Generate SwiftUI views with proper state management (@State, @Binding, @ObservedObject, @StateObject) and macOS-specific patterns
Generate 3D models from text or images via fal.ai.
Implement animated effects, transitions, and motion in Flutter apps.
Create, repair, validate, preview, and package Codex-compatible animated pet spritesheets from character art, screenshots, generated…
A mobile-app screen rendered inside a pixel-accurate iPhone 15 Pro frame on the page.
GLSL shader techniques for ray marching, fluid simulation, particle systems, and procedural generation.
SwiftUI frontend design skill — anti AI-slop rules, design direction advisor, brand asset protocol, and five-dimension review.
Design scale-adaptive game architecture with engine systems and networking.
Interactive audio specialist - Masters FMOD/Wwise integration, adaptive music systems, spatial audio, and audio performance budgeting…
Translates approved game design briefs and art direction into risk-matched whitebox prototypes or runnable production builds with…
Architecture guidance for game client code and simulation systems, centered on deciding what should depend on the game engine and what…
Researches competitive games with evidence-backed snapshots, provides offline visual comparisons, and generates production-ready game…
Architects engaging gameplay experiences through formal design theory, core loop optimization, and balanced game mechanics.
Comprehensive game design theory covering MDA framework, player psychology, balance principles, and progression systems.
Systems and mechanics architect - Masters GDD authorship, player psychology, economy balancing, and gameplay loop design across all…
Automates the conversion of narrative scripts into structured game configuration files for roles, stories, and mechanics.
Use when a cross-engine gameplay task needs a Layer 2 shared-runtime coordination boundary for brittle reference chains, root-node god…
Use when a cross-engine gameplay task needs a Layer 2 shared-runtime communication-topology review for signal spaghetti, hidden event…
Use when a cross-engine gameplay task has already narrowed to a state-machine-shaped solution and now needs a Layer 2 shared-runtime FSM…