dev-multiplayer-anti-cheat-validation
Input validation and anti-cheat patterns for multiplayer servers. Use when implementing server-side validation.
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Input validation and anti-cheat patterns for multiplayer servers. Use when implementing server-side validation.
Haptic feedback patterns for mobile games using Vibration API. Use when adding tactile feedback.
Playwright-based game playtesting and design validation. Use when validating implementation against GDD, testing gameplay mechanics, capturing screenshot evidence, performing game state detection via Vision MCP, or conducting visual GDD compliance validation.
GDD review and research during playtest phase. Use during playtest phase BEFORE sending playtest_session_report to PM, after completing gameplay testing, after reviewing retrospective pain points, or before finalizing the playtest report.
Object pooling for high-performance R3F components (decals, particles, projectiles)
Physics integration with Rapier for R3F game development
Server-authoritative multiplayer architecture principles. Use when designing multiplayer features.
Audio loading patterns for R3F/Three.js. Use when adding sound effects.
Colyseus server setup, room handlers, lifecycle events, and scaling. Use when setting up multiplayer server.
Client-side prediction and server reconciliation core concepts. Use when implementing responsive multiplayer controls.
Colyseus state schema definition, types, decorators, and serialization patterns. Use when defining room state.
Colyseus client SDK for React, connection methods, room events, and messaging. Use when connecting to multiplayer server.
Phaser game configuration, scenes, and lifecycle management
Arcade physics velocity, acceleration, collision, and bounds
Sprites, sprite sheets, texture atlases, and object pooling for Phaser
Level of Detail (LOD) techniques for R3F. Use when complex models cause FPS drops.
Grid-based surface coverage tracking for territorial game mechanics
Core TypeScript patterns for game development. Use when defining types and interfaces.
Matter.js physics: realistic bodies, constraints, and simulation
Core TypeScript patterns for game development. Use when defining types and interfaces.
Weapon and item design documentation. Use when designing weapons, creating item systems, balancing equipment, or designing consumables.
Game Design Document creation and structure. Use when no GDD exists in the project, starting a new game project, major feature requires design documentation, GDD needs updating due to changes, or preparing for prototype or production.
Routes to appropriate Game Designer skills based on task keywords. Use when selecting which skill to invoke for a design task.
Character and class design documentation. Use when designing character archetypes, creating class systems, defining abilities and skills, balancing character stats, or designing progression systems.
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