Ue57 Gamepiece Designer
Designs UE5.7 multiplayer-friendly game pieces (Blueprint node chains, data schemas, asset naming, and test.
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Designs UE5.7 multiplayer-friendly game pieces (Blueprint node chains, data schemas, asset naming, and test.
Play board games on ShellGames.ai — Chess, Poker, Ludo, Tycoon, Memory, and Spymaster.
Modern web design engineering skills including design tokens, advanced UI/UX methodologies, accessibility, and game-specific UI patterns. Use for building commercial-grade, performant, and accessible web interfaces.
Help build and optimize 3D games and interactive experiences on Android, using engines and frameworks.
Work on Game Playground (frontend /playground and backend game API). Use for adding/debugging games, render modes (scene vs frame), session lifecycle, controls/keyboard, and backend environments (Gymnasium, Snake, Tetris). 游戏游乐场开发:新增/排查游戏、前后端协议、渲染模式(scene/frame)、会话管理、键盘与控制面板。
Implements audio systems including sound management, music systems, positional audio, and audio effects. Use when adding sound effects, music, ambient audio, or any audio features to a game.
Display health bars above characters using CSS styling.
Create a ribbon trail effect that follows a weapon's movement.
Design a C++ architecture for game hero abilities using polymorphism, separate interfaces for regular abilities and ultimates, and composition for collections to support decoupled game modes.
Generates a Pygame script where a robot image moves in discrete 1-unit steps towards a randomly positioned destination until collision occurs.
Implement a high score tracking system for Codesters games using CSV files. This involves reading existing scores, appending new scores, sorting them, writing back to the file, and displaying the results on the stage.
Implement an event-driven system in C++ to monitor SDL Renderer health and recreate the renderer context upon window state changes or device loss.
Implement physics-based ramp alignment and control for a Unity hoverboard, including dynamic height adjustment, pitch alignment, speed modification based on incline, and physics property tuning.
Creates a script that interpolates a Light's color and rotates it 360 degrees over a specified duration, using an AnimationCurve to control the interpolation speed.
Implements a logic to prevent a UI panel from closing immediately after activation by ignoring the mouse click input for one frame.
Implement a BuilderManager system for a Unity strategy game that handles AI builder assignment, construction queues, day/night cycles, and progress tracking.
Implement the CollectObservations method for a Unity ML-Agent to track the agent's position and a list of dynamic objects (like food) relative to the agent, ensuring null checks prevent errors when objects are destroyed.
Implement a camera save/load system in Unity for an Eldritch Sight mechanic, featuring 4 slots, double-tap to save, single-tap to load, and dynamic UI color feedback (Red for saved, Green for loaded, White highlight, Gray for blank).
Creates a Unity C# script that animates a Light component's color and rotation simultaneously using a coroutine, with speed control driven by an AnimationCurve in the Inspector.
Implements a Unity coroutine for a projectile (arrow) that moves from a start point to a target. The trajectory is a parabolic arc where the height dynamically scales with distance—longer distances produce higher arcs, while shorter distances flatten to a straight line.
Develops a modular Unity system for ramp interaction consisting of a player-side RampDetection script and a ramp-side Ramp configuration script. The system supports straight and curved ramps, custom geometry definition via transform arrays, and physics behaviors like downhill rolling and speed bo...
Implements a Unity UI panel manager that closes panels when clicking outside their bounds, specifically preventing the activation click from triggering immediate deactivation.
Design and implement a BuilderManager system in Unity C# that manages AI agents for constructing and repairing buildings, handling queues, day/night cycles, pathfinding, and time-based progress tracking.
Capture a screenshot from the Unity Editor Scene View at the requested size. Renders via the Scene View's active camera onto a temporary `RenderTexture`. Requires an open Scene View.
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How it worksInclude the instructions, intended platforms, author, and license. Submissions are reviewed before publication.