Expert patterns for 2D animation in Godot 4.7+ using AnimatedSprite2D, AnimationPlayer, AnimationTree, and skeletal cutout rigs.
Selects one CVSS base score from untrusted Trivy/Grype JSON: version-major then NVD then GHSA then Red Hat, coerce 0.0-10.0, map official buckets, keep float|None until display.
Directs 2026 T2V/I2V models (Veo 3, Sora, Kling, Runway Gen-4, Vidu, Hailuo, Luma, Pika) with shot recipes: subject/action/setting/camera/style channels, motion budget, negatives,…
Configures Godot 4.x export templates, presets, PCK patches, SteamCMD VDF uploads, codesign/notarytool, Android keystores, and OS.has_feature flags.
Audits a folder of SVGs for XML integrity, executable-script risk, and visual quality via Chrome headless render plus a free vision-language model.
Migrates Spring Security 5 on Boot 2 to Spring Security 6 on Boot 3: drop WebSecurityConfigurerAdapter, switch to EnableMethodSecurity, requestMatchers, lambda DSL, and…
Implements reactive Godot 4.x cameras: delta-scaled follow, trauma shake, room zones, SpringArm3D/orbit/FPS rigs, pop-free transitions, split-screen SubViewports, and XROrigin3D…
Use when designing or debugging real-time netcode in any engine — choosing a sync model (authoritative server vs deterministic lockstep vs rollback/GGPO), client-side prediction…
Aligns Python interpreter and pinned deps before installing NLP research repos from requirements.txt or environment.yml.
Owns the HTML5/itch.io game shell: fixed-timestep loop, scene stack, input, audio unlock, asset preload, versioned saves, letterbox scaling, and Vite/PWA build.
Scrapes JS-rendered pages with Hermes browser_* + CDP: navigate, snapshot, interact, extract JSON from the live DOM after static fetch fails.
Drives Google Search AI Mode (google.com/ai) in the browser: Deep Search cited multi-page reports, Search Labs agentic tasks such as reservations, and Ultra information agents.
Organizes Godot 4.4+ scene trees around one-concept scenes, composition versus inherited variants, split-versus-keep heuristics, and signals-up / calls-down / EventBus-sideways…
Use when porting a game to consoles (Nintendo Switch, PlayStation, Xbox) and passing first-party certification — the platform-holder requirement categories (Nintendo Lotcheck,…
Builds Godot 4.3+ sports sims: RigidBody3D Magnus ball physics, formation-slot team AI, contextual pass/shoot/tackle input, and broadcast cameras.
Stands up and repairs a Windows local Ollama server so models on a custom disk appear on localhost:11434 (/api/tags and /v1/models) and GPU KV-cache is not starved.
Redact author-identifying text from academic PDFs for double-blind peer review anonymization — trigger when preparing manuscripts for blind review, anonymizing submissions, or…
Starts and stops a local Metabase via JAR (Java 21+) or Docker, then gates the first-run wizard and optional database connect.
Rewrites Python-shaped Scala toward host idioms: val over var, expression-bodied match, camelCase, Option/Either instead of null or sentinels, smart constructors, and companion…
Scaffolds a Vite+TypeScript Three.js browser game: PBR plus IBL and EffectComposer, state-machine loops, SVG or AI-art ingest, and Chrome 60 fps budgets.
Wires mobile games to App Store and Google Play: StoreKit 2 / Play Billing with server-side receipt validation, AdMob/LevelPlay/MAX mediation, and Game Center / Play Games…
Ports Python classes, frozen dataclasses, ABCs, mixins, properties, static and class methods, dunders, enums, factories, and singletons onto Scala 3 class, case class, trait,…
Integrates FMOD Studio or Audiokinetic Wwise: named events, parameters/RTPCs, banks, buses/snapshots/ducking, adaptive music, 3D spatialization, and Unreal/Unity/Godot plugins.
Retrieves MiniSEED waveforms, StationXML inventories, and QuakeML catalogs from FDSN web services via `obspy.clients.fdsn`, plus RoutingClient, mass downloader, SeedLink, or…
Assembles a final cut from a storyboard manifest plus per-shot clips and audio: timed concat, audio mux, SRT burn, and verification frames via ffmpeg.
Specialized guide for migrating Godot 3.x projects to Godot 4 (GDScript 2.0), covering syntax changes, Tweens, and exports.
Audit SwiftUI iOS feature code for accessibility against WCAG 2.2 Level A/AA and return patch-ready fixes.
Create 3D-printed miniatures and figurines from concept to painted tabletop-ready piece using AI image-to-3D tools, digital sculpting, FDM print settings, support strategies, and…
Routes Godot audio through AudioStreamPlayer, AudioStreamPlayer2D/3D, AudioBus mixing, AudioServer effects, voice pools, and music crossfade (AudioStreamInteractive/Synchronized).
Localizes a failed API or network call to DNS, TCP, TLS, HTTP, or the app from the exact status, timeout, or errno (ENOTFOUND, ECONNREFUSED, 429, 502/503).
Implements Godot 4.4+ bag systems with Resource ItemData, typed slots and stacking, leftover-aware add, equipment stat aggregation, signal-driven drag-and-drop UI, and id+quantity…
Blueprints Godot 4 racing: VehicleBody3D and VehicleWheel3D, sequential checkpoints, rubber-banding AI, drift-boost, speed-FOV camera, lap UI, and ghost cars.
Implements Godot 4.7+ hierarchical FSMs and pushdown automata: state stacks, transition_to/push_state, transition guards, concurrent Move+Combat machines, and re-entry flags.
Compares bounded-cache eviction in stdlib Python: LRU, LFU, FIFO, S3FIFO classes plus a same-trace replay harness for hit rate and residency.
Use when authoring and optimizing 3D game assets in Blender for export to a game engine — clean topology and retopo, UV unwrapping, baking high-to-low normal/AO maps,…
Expert patterns for Godot 3D lighting including DirectionalLight3D shadow cascades, OmniLight3D attenuation, SpotLight3D projectors, VoxelGI vs SDFGI, and LightmapGI baking.
Reviews Master Services and similar services agreements in two passes: structural completeness, then ten high-leverage clauses with a ranked findings table.
Automates music- and curve-driven video edits: librosa beat-sync, MoviePy 2.x time_transform ramps, FFmpeg zoompan easing, camera shake, and word-highlight .ass.
Adds local CLIP visual search, near-duplicate detection, and more-like-this to an SVG vault.sqlite embedding BLOB via resvg PNG render and transformers.js Xenova CLIP.
Implements Godot 4.3+ visual particle FX with GPUParticles2D/3D, ParticleProcessMaterial, emission shapes, subemitters, trails, attractors, and collision recipes (fire, smoke,…
Use when integrating the Steamworks SDK into a PC game — Steam achievements and stats, leaderboards, Steam Cloud saves, Workshop (UGC) modding, matchmaking lobbies and P2P, rich…
Partitions Python work across ProcessPoolExecutor, asyncio semaphores, work-stealing deques, and LPT weighted bins to cut stragglers and load imbalance.
Open a creative mind on the current context and invent a leap the user did not know to ask for — a feature, protocol, CLI, demo, architecture, product move, prose, experiment, or…
When the user wants to monitor competitor apps on an ongoing basis — tracking metadata changes, keyword shifts, screenshot updates, rating trends, or new features.
Keeps API keys in one gitignored place, redacts logs before model pastes, and rotates leaked credentials.
Converts a 2D image, photo set, or SVG into a 3D mesh or printable STL (depth maps, photogrammetry, extrusion, lithophanes).
Defines the smallest product slice and cheapest experiment to test a startup's core value hypothesis before heavy engineering.
Implements Godot 4.3+ screen-space HUDs on CanvasLayer: health bars, score, minimap, damage numbers, toasts, and interaction prompts.
Quality upgrade pass on the current deliverable: scorecard, improve, review, verify with fresh evidence.
Scores and ranks a product backlog with RICE, Kano, Value vs Effort, and WSJF so assumptions beat HiPPO.
Implements CharacterBody2D locomotion: move_and_slide, coyote_time, jump_buffer, variable jump height, 8-way/tank top-down, one-way platforms, and wall cling.
Owns the Three.js r160+ layer of a browser 3D game: scene graph, glTF with DRACO/KTX2, animation, Rapier or cannon-es, EffectComposer, dispose, and Vite.
Runs a multi-shot production graph: Markdown character/story bibles as SSOT, Kohya/AI-Toolkit LoRA datasets, ComfyUI stacks (IP-Adapter, ControlNet, PuLID, ADetailer), and…
Designs and implements Model Context Protocol servers from scratch: tools, resources, prompts, stdio and Streamable HTTP transports, JSON Schema, errors, Inspector testing, and…
Structures Godot AutoLoad singletons: GameManager, SceneTransitioner, signal_bus, autoload_order, and Engine.register_singleton.
Maps everyday Python syntax to idiomatic Scala 3 (val/var, Option vs None, for/yield, interpolation, operators, typed errors).
Directs the pre-production vision layer of a game: player personas, market positioning, feeling-led pillars, volume ideation, cheapest-prototype choice, toy tests, level pitches,…
Migrates Spring Boot 2.x to 3.x: Java 17/21, parent BOM, javax.* to jakarta.* (not JDK javax.crypto/sql), JAXB cleanup, jjwt 0.12, OpenRewrite.
Architects Godot 4 local multiplayer party games: MinigameData .tres resources, PartyManager scoring, 2-4 player input mapping, 1v3 asymmetric balance, threaded minigame…
Downloads and parses NWS flood-stage thresholds (action/minor/moderate/major) for USGS gauges, then matches station IDs for labeling historical observations or a bulk snapshot.