Time Trial Loop: Arcade Precision
Expert patterns for racing mechanics, checkpoint tracking, and ghost recording/playback in Godot 4. Use when building racing games, speed-run platformers, or arcade trials.
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Expert patterns for racing mechanics, checkpoint tracking, and ghost recording/playback in Godot 4. Use when building racing games, speed-run platformers, or arcade trials.
Expert patterns for managing combat waves, difficulty scaling, and automated enemy spawning in Godot 4. Use when building wave-based shooters, tower defense, or arena games.
Expert architectural standards for building scalable Godot applications (Apps, Tools, UI, or Games) using the Composition pattern. Use when designing node structures, refactoring monolithic scripts, or implementing complex behaviors. Enforces \"Has-A\" relationships over \"Is-A\" inheritance.
Data-driven resource harvesting system (mining, logging, foraging) for Godot 4. Use when implementing gathering mechanics with tool/tier validation, health depletion, item spawning, and persistence.
Create and manage PBR (Physically Based Rendering) materials in Blockbench using MCP tools. Use when working with texture_set.json files, creating normal/height/MER maps, configuring material properties for Minecraft Bedrock RTX, or setting up multi-channel texture workflows.
Bevy game development guidance for Rust/Bevy projects, covering ECS architecture, system scheduling, events, helper utilities, project structuring, and build/performance profiles. Use when designing, reviewing, or refactoring Bevy game code; adding systems/components/resources; organizing plugins...
Avatar rendering -- GPU skinning, compute shaders, GVB, wearable loading, material pooling, emotes. Use when modifying avatar instantiation, skinning, wearable materials, texture arrays, or emote integration.
Scaffold and configure new Unreal Engine 5 projects with proper CLAUDE.md, .gitignore, Git LFS tracking, directory structure, and Epic coding conventions. Use this skill whenever someone mentions creating a new UE5 project, setting up a UE5 repo, initializing an Unreal project, configuring Git fo...
Complete reference for the WoW Lua 5.1 runtime environment, restrictions, secure execution, taint system, addon security model, timers, hooks, frame scripting, logging, and restricted actions. Covers hooksecurefunc, C_Timer, securecallfunction, issecurevariable, taint propagation, combat lockdown...
Holistic cross-GDD consistency and game design review. Reads all system GDDs simultaneously and checks for contradictions between them, stale references, ownership conflicts, formula incompatibilities, and game design theory violations (dominant strategies, economic imbalance, cognitive overload,...
Vulkan compute shader development and pipeline configuration. Generate GLSL/HLSL compute shaders, compile to SPIR-V, configure compute pipelines, manage descriptor sets and resource bindings, implement memory barriers and synchronization.
Full localization pipeline: scan for hardcoded strings, extract and manage string tables, validate translations, generate translator briefings, run cultural/sensitivity review, manage VO localization, test RTL/platform requirements, enforce string freeze, and report coverage.
Pre-Production validation — build a production-quality end-to-end build to confirm the full game loop is achievable before committing to Production. Run after GDDs, architecture, and UX specs are complete. Produces a PROCEED/PIVOT/KILL verdict that gates the Pre-Production → Production transition.
Install and use the Skirmish CLI to write, test, and submit JavaScript battle strategies. Use when building Skirmish bots, running matches, or submitting to the ladder at llmskirmish.com.
Play Pokemon via headless emulator + RAM reads.
Audit HLSL pixel shaders for GPU performance — math optimizations, ALU reduction, texture efficiency at 120-240fps
Audit HLSL pixel shaders for GPU performance — math optimizations, ALU reduction, texture efficiency at 120-240fps
Use when implementing collection quests, scavenger hunts, or "find all X" objectives.
Programmatic guide for the @cazala/party library: engine setup, modules, particles, and performance across CPU + WebGPU.
Build 2D HTML5 games for the web using Phaser with WebGL/Canvas rendering. Use when creating Phaser game scaffolds, scenes, core loops, or deployment guidance for web-based releases.
unity-developer workflow skill. Use this skill when the user needs Build Unity games with optimized C# scripts, efficient rendering, and proper asset management. Masters Unity 6 LTS, URP/HDRP pipelines, and cross-platform deployment and the operator should preserve the upstream workflow, copied s...
Shader Programming GLSL workflow skill. Use this skill when the user needs Expert guide for writing efficient GLSL shaders (Vertex/Fragment) for web and game engines, covering syntax, uniforms, and common effects and the operator should preserve the upstream workflow, copied support files, and pr...
Create Dojo systems that implement game logic, modify model state, and handle player actions. Use when implementing game mechanics, player commands, or automated logic.
Project cleanup and audit — find unused assets, content-hash duplicates, missing references, empty folders, large assets, dependency trees; two-step confirm-token delete. Exact signatures via GET /skills/schema.
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