Implement, review, or improve maps and location features in iOS/macOS apps using MapKit and CoreLocation.
Mobile-first design thinking and decision-making for iOS and Android apps.
Add drawings, shapes, and a consistent markup experience using PaperKit.
Procedural level generation skill for PCG algorithms.
Get a new developer up and running with the Chops codebase — prerequisites, build, architecture, and common tasks.
Implement Swift Codable models for JSON and property-list encoding and decoding with JSONDecoder, JSONEncoder, CodingKeys, and custom…
Three.js materials - PBR, basic, phong, shader materials, material properties.
Large world streaming skill for world partition.
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…
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.