Analyze game AI systems including behavior trees, finite state machines, GOAP planning, utility AI scoring, A-star and NavMesh pathfinding, steering and flocking behaviors,…
Expert in designing and implementing intelligent game AI systems including behavior trees, finite state machines, GOAP, utility AI, pathfinding, steering behaviors, and perception…
Building modular, debuggable AI behaviors using behavior trees for game NPCs and agentsUse when "behavior tree, bt, npc ai, ai behavior, game ai, decision tree, blackboard, ai,…
Tracking player behavior and game performance through metrics, event tracking, funnel analysis, retention metrics, and integration with analytics platforms for data-driven game…
Game art principles. Visual style selection, asset pipeline, animation workflow. — from ThaiQuangSon031108FSDev/AlgoSphere-Enterprise
Game art principles. Visual style selection, asset pipeline, animation workflow. — from general/design-creative
Manage game assets with Kenney-ONLY approach. Search 36,000+ Kenney CC0 assets. If asset not found, ask user to find/generate manually.
GodBlade 게임 에셋 5 카테고리 워크플로우 오케스트레이터. /game-asset-pipeline 또는 배치 생성. AI_Generated/{Characters,Monsters,UI,Backgrounds,Effects}/ 경로 자동 라우팅.
Budget-aware asset planning, image/3D/animation generation, background removal. Load when generating or managing game assets.
Auditiert ein Minispiel (oder alle mit `--all`) systematisch auf einheitlichen Style, Wiederverwendung, Touch, Steuerung, Anleitung, a11y, Architektur, Tests/Bundle, Audio/Haptik.
Validate unit stats and combat values against GAME_REQUIREMENTS.md. Use when modifying unit properties, combat formulas, or terrain effects.
Use when tuning the numbers in a game — economy curves, progression rates, difficulty pacing, drop tables, win/loss probabilities, time-to-X targets, currency velocities, and…
Convert any topic into playable browser games. Types: trivia, matching, word puzzles, adventure games. Uses Phaser.js or Kaboom.js.
Find 10x product opportunities and high-leverage improvements. Use when user wants strategic product thinking, mentions '10x', wants to find high-impact features, or says 'what…
Create, critique, and refine game characters for visual clarity, gameplay readability, story role, and production readiness.
将一句话游戏创意扩展为可验证的游戏设计蓝图:从 concept seed、玩家动词、design nucleus options、动作-目标对齐、assumption ledger、玩家承诺、核心循环、scope gate 到 validation plan。适用于真实项目、私有项目、客户项目、公开案例或 synthetic cases;仓库示例发布规则由…
Use to generate, evaluate, and refine pitch-quality game concepts — theme × mechanic × audience combinations expressed as one-pagers.
Game design principles. GDD structure, balancing, player psychology, progression. — from ThaiQuangSon031108FSDev/AlgoSphere-Enterprise
Deep game design health assessment across five dimensions: review core loop and progression systems, analyze in-game economy for inflation and sink/source balance, mathematically…
Game design principles. GDD structure, balancing, player psychology, progression. — from general/design-creative
Use when translating, polishing, structuring, or QA-checking English game design, game development, system design, UX, game studies, design theory books, chapters, PDFs, OCR text,…
Use when designing core game loops, feedback systems, player motivation models, MDA framework analysis, progression curves, difficulty tuning, reward schedules, or any…
Auto-learns your design instincts. Adapts to how you think about mechanics, player experience, and what makes games meaningful.
Analyze game design documents and implementations for core gameplay loop clarity and depth, XP leveling curves and unlock pacing, difficulty curve spikes and plateaus, skill tree…
Comprehensive game design theory covering MDA framework, player psychology, balance principles, and progression systems. Master why games are fun.
Use when designing game feel, player feedback systems, or when creating animations that enhance gameplay and player satisfaction.
Best practices for integrating game development frameworks and engines into projects
Expert in interactive entertainment, creating immersive experiences with Unity, Unreal Engine, and Godot.
Use when designing virtual economies, currencies, sink/faucet balance, loot tables, crafting systems, shops, or inflation control.
Use when analyzing game screenshots, local gameplay recordings, trailers/PVs, paid creatives, store pages, or video links into Chinese evidence-linked diagnosis reports with…
ゲームの「面白さ」を再現可能な構造として言語化するスキル。 以下の場面で使用: (1)新規ゲーム設計時に体験コアを定義する (2)既存ゲームの面白さを構造的に分析する (3)「ゲームの面白さを言語化したい」「体験を設計したい」と言われた時。 判断・行動・学習ループを中心に、リソース設計と失敗設計を含む包括的な体験定義書を生成する。
Track live NFL, NBA, NHL, or MLB games and automatically change Hue light colors based on which team is leading.
Adds or updates a single world lore entry (faction, location, NPC, or event) — validates against existing lore for consistency, applies the right template, and updates…
Designs engaging gameplay loops, economies, and progression systems, balancing challenge and reward for interactive experiences.
Mobile game design patterns — session design, retention mechanics, notification strategy, portrait/landscape, battery/thermal constraints, FTUE
Nutze diesen Skill für Phaser Game-Object-Komponenten wie Transform, Alpha, BlendMode, Depth, Origin, ScrollFactor, Tint, Data und Visibility.
Optimize game code for per-frame performance and GC pressure. Use PROACTIVELY when editing game loops, update functions, render code, or any code that runs every frame.
Transform idea or brainstorm output into a prioritized game feature backlog. Use with /game-plan after /thinking-concept or /thinking-brainstorm for game project planning.
Run browser-game playtests and frontend QA. Use when the user asks for smoke tests, screenshot-based verification, browser automation, HUD or overlay review, or structure — from…
Designs a single quest end-to-end — coherence check, objective tree, quest brief, and registry entry. Extract the quest name from the user's message.
Use when modifying game phases, turn logic, activation system, combat resolution, scoring, or AI behavior in the warhex project
Use when working with candidate scoring, confidence calculation, softmax aggregation, or guess decision logic.
Coordinate multiple game-development skills and produce outcome-first briefs, plans, reviews, and validation flows.
Design, implement, debug, and review player social interaction systems for games. Use when Codex is asked about chat, voice, friends, parties, lobbies, guilds, clans, presence,…
Design, generate, implement, debug, and review game sound effects and interactive audio. Use when Codex is asked about SFX, Foley, ambience, UI sounds, combat sounds, creature…
Design, generate, animate, export, and review game-ready 2D sprites and sprite pipelines. Use when Codex is asked about pixel art, 2D character sprites, enemy sprites, sprite…
Game state management for turn-based board games. Use when designing state structure, implementing game logic, validating actions, managing phases/turns, or handling complex game…
What-if scenario analyzer for sports. Play-calling recommendations, clock management, substitution patterns, risk/reward calculations.
Implements common game systems including inventory, shops, trading, quests, achievements, pets, crafting, and leveling.
Game theory expert covering Nash equilibrium, strategic thinking, auction theory, and cooperative games
Game development tools, asset pipelines, version control, build systems, and team development workflows for efficient production.
Evolve and maintain game vision through Q&A interviews and decision tracking. Use when exploring game concepts, validating feature alignment, or making design decisions.
GameAnalytics integration. Manage data, records, and automate workflows. Use when the user wants to interact with GameAnalytics data.
Use when planning GameDay exercises, designing failure scenarios, or conducting chaos drills. Covers GameDay preparation, execution, and follow-up.
Complete Game Designer workflow - skill invocation protocol, GDD creation, playtest flow with GDD review, design sessions. MUST load before starting assignments.
Integrate Game Center features using GameKit. Use when authenticating players with GKLocalPlayer, submitting scores to leaderboards, unlocking achievements, implementing real-time…
實作固定 60 tick/s 的主迴圈,包裝 PixiJS Ticker、每幀遞增全域 tick、並分發 (delta, tick) 給註冊的 callbacks。重建任何需要「每幀更新」的系統(移動、戰鬥、怪物 AI、同步節流)前先讀這份。
Add one or more Components to a GameObject in the opened Prefab or active Scene. Component types are looked up by full name (with namespace) or by class-name fallback.
Destroy one or more Components from a target GameObject. Missing (null) components are skipped — they cannot be destroyed.
Get detailed information about a specific Component on a GameObject — type, enabled state, and (optionally) serialized fields and properties.