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…
Use when a cross-engine gameplay task needs a Layer 2 shared-runtime action-flow design for direct-call coupling, ad-hoc action queues…
Use when a cross-engine gameplay task needs a Layer 1 foundation for reusable condition semantics — preconditions, guard clauses…
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 1 foundation for entity identity, stale references, payload safety, or…
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…
Use when a cross-engine gameplay task needs a Layer 2 shared-runtime GOAP design for goal-driven multi-step action planning, explicit…
Use when a cross-engine gameplay task needs a Layer 2 shared-runtime performance review for spawn/despawn churn, GC spikes, or short-lived…
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…
Expert skill for building web-based game engines and games using HTML5, Canvas, WebGL, and JavaScript.
Juice, feedback layering, screen shake/particles/sound timing, the perception-action cycle, and 'why does this feel bad?' diagnostics.
Create, update, or validate a game's Game Design Document.
Use when implementing game math — vectors, transforms, interpolation, curves, random number generation, and common geometric recipes
Game design assistant for exploring mechanics, authoring new games, and refining existing ones.
Per-frame performance and GC-pressure optimization for JS/TS game code.
Create, update, validate, or analyze a game project's PRD.
Verifies game builds with runtime evidence across rendering, user input, core loop mechanics, outcomes, and restarts.