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game-ui-designomer-metin3.3KWorld-class game UI design expertise combining the clarity of Nintendo's UI philosophy, the immersive diegetic interfaces of Dead Space and Metroid Prime, and the competitive readability principles from esports titles. Game UI is the invisible bridge between player intent and game response. Great game UI serves the player without breaking immersion. It communicates critical information at a glance during intense action, guides new players without patronizing veterans, and adapts gracefully from godot-shadersgamedev-skills3.3KWrite Godot 4.7 shaders in the Godot Shading Language: canvas_item shaders for 2D and spatial shaders for 3D, with vertex/fragment functions, uniforms (source_color, hint_range), TIME/UV animation, and screen-reading via hint_screen_texture. Use when authoring .gdshader files, writing fragment/vertex code, making 2D/3D visual effects, or porting 3.x shaders (SCREEN_TEXTURE, hint_color) to 4.x.godot-gdscriptgamedev-skills3.3KWrite idiomatic GDScript for Godot 4.7: static typing, the node lifecycle (_ready/_process/_physics_process), @export/@onready/@tool annotations, signals, and await for asynchronous flow. Use when editing .gd scripts in a Godot project (project.godot), writing or debugging GDScript, or porting 3.x GDScript to 4.x (function signatures, yield to await, export to @export).godot-nodes-scenesgamedev-skills3.3KStructure a Godot 4.7 project with the scene tree and node composition: build reusable scenes, instance PackedScenes at runtime, navigate the tree safely, and register autoload singletons. Use when designing .tscn scenes, deciding how to split nodes, spawning instances with instantiate(), wiring autoloads, or fixing "node not found"/freed-node errors in a Godot project.godot-physicsgamedev-skills3.2KUse Godot 4.7 physics bodies and detection in 2D and 3D: RigidBody, StaticBody, Area, and CharacterBody; collision layers vs masks; contact/overlap signals; and raycasts (RayCast nodes and direct space-state queries). Use when configuring collision layers/masks, detecting overlaps with Area2D/Area3D, applying forces to a RigidBody, or casting rays in a Godot project (.tscn with physics bodies), including 3D projects running Jolt Physics, the default 3D engine for projects created in 4.6+.prototype-fastgamedev-skills3.2KBuild a playable prototype in about an hour to answer one question — is it fun? — with greybox primitives, a hard timebox, and explicit keep/kill criteria. Use when prototyping a mechanic, making a vertical slice or MVP, greyboxing/blockout, or judging throwaway vs keep.godot-resourcesgamedev-skills3.2KDesign data-driven Godot 4.7 games with custom Resource classes: define typed data with class_name + @export, save/load .tres/.res files, instance and duplicate resources, and load on demand with ResourceLoader (incl. threaded loading). Use when modeling items/stats/configs as data in a Godot project, creating .tres resources, or working with custom Resource subclasses and ResourceLoader/ResourceSaver.roguelikegamedev-skills3.2KBuild a roguelike: turn-based grid movement, procedural dungeons, permadeath, field-of-view, and loot tables. Use for a roguelike/roguelite or turn-based grid dungeon crawler with procedural levels.godot-signals-groupsgamedev-skills3.2KBuild event-driven, decoupled Godot 4.7 gameplay with signals and node groups: declare and emit custom signals, connect with Callables (incl. bind/one-shot), and broadcast to many nodes via groups and call_group. Use when wiring node communication in a Godot project, replacing tight references with signals, emitting/connecting events, or porting 3.x connect("sig", self, "method") code.godot-audiogamedev-skills3.2KPlay and mix audio in Godot 4.7: AudioStreamPlayer (2D/3D variants), audio buses with volume/mute and effects, music vs SFX routing, db/linear volume, and precise sync-to-beat playback timing. Use when playing sounds or music in a Godot project, routing AudioStreamPlayer nodes to buses, adjusting bus volume via AudioServer, or syncing gameplay to the beat.godot-exportgamedev-skills3.2KExport and build a Godot 4.7 project for distribution: install export templates, define export presets (Windows/macOS/Linux/Web/Android), run headless command-line exports for CI, and handle web (HTML5) COOP/COEP and dedicated-server/headless builds. Use when exporting a Godot game, configuring export_presets.cfg, building for web/desktop/mobile, or automating builds from the command line.fps-shootergamedev-skills3.2KBuild a first-person shooter: move+mouse-look controller, hitscan or projectile shooting, weapons, health, and enemy AI. Use for an FPS, or tuning aim feel, time-to-kill, recoil, or spread.godot-2d-movementgamedev-skills3.2KImplement 2D kinematic character movement in Godot 4.7 with CharacterBody2D and move_and_slide(): platformer run/jump with gravity, top-down 8-direction motion, slope handling, and reading collisions. Use when coding a 2D player or enemy controller, a platformer or top-down character, or fixing move_and_slide()/ is_on_floor() behavior in a .tscn with a CharacterBody2D.card-gamegamedev-skills3.2KBuild a card game: card data, deck/hand/discard zones, draw/shuffle/reshuffle, a turn structure, costs, and effect resolution. Use for a deckbuilder, TCG/CCG, or roguelike deckbuilder.godot-3d-essentialsgamedev-skills3.2KSet up a Godot 4.7 3D scene: Node3D transforms, Camera3D, lighting (DirectionalLight3D/OmniLight3D), WorldEnvironment for sky/ambient/tonemap/post, MeshInstance3D materials, and GridMap for tile-based 3D levels. Use when building a 3D scene in a Godot project, placing cameras/lights, configuring environment and post-processing, or working with Node3D/.tscn 3D content and GridMap.godot-tilemapgamedev-skills3.1KBuild and edit tile-based 2D levels in Godot 4.7 with TileMapLayer and TileSet: paint layers, set up collision/navigation/custom-data on tiles, autotile with terrain sets, and read/write cells from code (set_cell, get_cell_tile_data, local_to_map). Use when working with TileMapLayer nodes, .tres TileSets, autotiling, or migrating a deprecated TileMap node to TileMapLayer.platformergamedev-skills3.1KBuild a 2D platformer: run/jump control with coyote time, jump buffering, and variable jump height, plus tiled levels and hazards. Use for a platformer or Mario/Celeste-like, or tuning jump feel.puzzlegamedev-skills3.1KBuild a puzzle game: grid/board state, move input, rule-based resolution (match-3 cascades, sokoban pushes, tile logic), scoring, and undo. Use for a match-3, sokoban, or grid-logic puzzle.unity-csharp-scriptinggamedev-skills3.1KWrite Unity 6.3 LTS C# gameplay scripts: the MonoBehaviour lifecycle (Awake/OnEnable/Start/Update/FixedUpdate/LateUpdate), GameObject and component access, coroutines, and Inspector serialization. Use when creating or editing .cs scripts in a Unity project, or when the user mentions MonoBehaviour, Start/Update, GetComponent, SerializeField, coroutines, or "Unity script".survival-craftinggamedev-skills3.1KBuild a survival-crafting game: resource gathering, inventory, crafting and a tech tree, needs (hunger/thirst/temperature), and base building. Use for a survival or crafting/base-building game.uiunity-technologies3.1KRoutes Unity UI requests to the right framework skill (UI Toolkit, uGUI, or IMGUI) and answers UI comparison questions. Use for menus, HUDs, panels, or editor UI when the request doesn't name a framework. Consult before writing any UI code.tower-defensegamedev-skills3.1KBuild a tower defense: enemies pathing along lanes, wave spawning, towers that auto-target and fire, an economy, and lives. Use for a tower-defense/wave-defense game, or balancing waves and economy.visual-novelgamedev-skills3.1KBuild a visual novel: a branching script, character and background display, a text box with choices, save/load, backlog, and skip/auto. Use for a VN, dating sim, or branching story game.roblox-luaugamedev-skills3KScript a Roblox experience in Luau: get services, create and parent Instances, connect events, run server Scripts vs client LocalScripts, and communicate across the client/server boundary with RemoteEvents/RemoteFunctions (server-authoritative). Use when building or debugging Roblox Studio scripts — when the user mentions Roblox, Luau, services, RemoteEvent, Instance.new, PlayerAdded, or client vs server. For saving player data use roblox-datastores.steam-publishgamedev-skills3KPublish or update a game on Steam with Steamworks and SteamPipe: configure depots and packages, upload builds with steamcmd, set a build live on a branch, and run the release checklists. Use for Steam publishing, app_build.vdf/steamcmd uploads, depots, beta branches, or a store page release.godot-multiplayergamedev-skills3KBuild networked games with Godot 4.7 high-level multiplayer: set up an ENetMultiplayerPeer server/client, define RPCs with the @rpc annotation (call via rpc()/rpc_id()), set per-node multiplayer authority, and replicate state with MultiplayerSpawner and MultiplayerSynchronizer. Use when adding multiplayer/networking to a Godot project, writing @rpc functions, or syncing player/world state across peers.godot-csharpgamedev-skills3KUse C#/.NET in Godot 4.7: partial classes extending nodes, the PascalCase lifecycle (_Ready/_Process/_PhysicsProcess), [Export] fields, [Signal] delegates as C# events, type-safe node lookup, and calling between C# and GDScript. Use when writing Godot game code in C# (.cs files, .csproj), needing the Godot .NET build, converting GDScript patterns to C#, or wiring Godot signals as C# events.unity-animationgamedev-skills3KDrive Unity 6.3 LTS character animation with Animator Controllers: states, transitions, parameters, blend trees, animation layers, and humanoid Avatar IK. Use when wiring an Animator, setting parameters from script (SetFloat/SetBool/SetTrigger), building blend trees, or when the user mentions Animator, Mecanim, state machine, blend tree, or .controller.phaser-coregamedev-skills3KSet up and debug a Phaser 4 game: the Game config, the Scene lifecycle (init/preload/create/update), the asset loader, cameras, and cross-scene communication. Use when building or debugging a Phaser game — when the user mentions Phaser, Phaser.Game, Phaser.Scene, preload/create/update, this.load, this.add, or scene transitions. For Arcade Physics movement/collisions use phaser-arcade-physics.unity-scriptableobjectsgamedev-skills3KArchitect Unity 6.3 LTS data and decoupling with ScriptableObjects: config/data assets, shared runtime variables, event channels, and runtime sets/registries. Use when designing data-driven systems, replacing singletons/managers, creating .asset data with CreateAssetMenu, or when the user mentions ScriptableObject, SO architecture, or data assets.unity-input-systemgamedev-skills3KWire player input in Unity 6.3 LTS with the Input System package: Input Actions, action maps, the PlayerInput component, and reading values via callbacks or polling. Use when the project has a .inputactions asset or com.unity.inputsystem, or when the user mentions the Unity Input System, InputAction, action maps, PlayerInput, control schemes, or rebinding.game-jamgamedev-skills2.9KPlan and ship a game under a jam deadline: lock scope to the clock, schedule the hours, cut features, and submit on time. Use for a game jam (Ludum Dare, GMTK Jam, Global Game Jam), a 48-hour or weekend build, or scoping and submitting a jam entry.itch-publishgamedev-skills2.9KPublish and update a game on itch.io: create the project page and upload builds with the butler CLI (butler push) to named channels. Use for itch.io publishing, butler push, channel naming for Windows/macOS/Linux/HTML5, versioning uploads, or shipping a jam or release build to itch.io.unity-developerrmyndharis2.9KBuild Unity games with optimized C# scripts, efficient rendering, and proper asset management. Masters Unity 6 LTS, URP/HDRP pipelines, and cross-platform deployment. Handles gameplay systems, UI implementation, and platform optimization. Use PROACTIVELY for Unity performance issues, game mechanics, or cross-platform builds.spritekitdpearson26992.9KBuild 2D games and animations using SpriteKit. Use when creating game scenes with SKScene and SKView, adding sprites with SKSpriteNode, animating with SKAction sequences, simulating physics with SKPhysicsBody and contact detection, creating particle effects with SKEmitterNode, building tile maps, using SKCameraNode, or integrating SpriteKit scenes in SwiftUI with SpriteView.unity-physicsgamedev-skills2.9KSet up 3D physics in Unity 6.3 LTS: Rigidbody movement and forces, colliders, triggers vs collisions, layer-based collision, raycasts, and joints. Use when adding a Rigidbody, handling OnCollisionEnter/OnTriggerEnter, tuning collision layers, casting rays, or when the user mentions Unity physics, AddForce, isKinematic, or linearVelocity.co-op-game-intro-generatorminimax-ai2.9KFor users creating a two-player co-op game menu or opening animation. Users provide two player names, a game title, a target visual style, and optional character reference images. The Skill locks identity cues, generates an approval image from a fixed menu framework with coordinated color, buttons, icons, and typography, then uses the approved result to rebuild the character, UI-copy, and event timing instructions for the final video. It outputs a co-op game intro featuring two characters, playegamekitdpearson26992.9KIntegrate Game Center features using GameKit. Use when authenticating GKLocalPlayer, checking player restrictions, submitting leaderboard scores, reporting achievements, implementing real-time or turn-based matchmaking, handling GKMatch data, showing the Game Center dashboard or access point, adding challenges and friend invitations, saving game data, or verifying player identity on a server.phaser-arcade-physicsgamedev-skills2.9KUse Phaser 4 Arcade Physics: enable the world, give sprites bodies, set velocity/acceleration/gravity, and resolve collisions with colliders, overlaps, groups, and world bounds. Use when a Phaser game needs movement or collisions — when the user mentions Arcade Physics, this.physics, setVelocity, collider, overlap, gravity, onFloor, or a platformer/top-down controller. For game config, scenes, and the loader use phaser-core.unity-build-pipelinegamedev-skills2.9KBuild and ship Unity 6.3 LTS players: build settings and scenes, player/quality settings, the IL2CPP vs Mono scripting backend, managed code stripping, scripted BuildPipeline.BuildPlayer, and CI/headless builds. Use when configuring or automating a build, choosing a scripting backend, shrinking build size, or when the user mentions Unity build, player settings, IL2CPP, code stripping, or Addressables.create-game-assetsgamedev-skills2.9KPlan, generate, source, normalize, and validate cohesive visual game assets. Use for art direction, style bibles, sprites, tilesets, backgrounds, UI art, icons, textures, concept art, or 3D asset briefs.unity-tilemap-2dgamedev-skills2.8KBuild and script 2D tilemaps in Unity 6.3 LTS: the Grid + Tilemap components, the Tile Palette, tilemap colliders, rule tiles, and runtime SetTile/GetTile painting. Use when painting tile levels, adding a TilemapCollider2D, using rule or animated tiles, generating tilemaps from code, or when the user mentions Unity tilemap, tile palette, rule tile, or Grid.roblox-datastoresgamedev-skills2.8KPersist player data in Roblox with DataStoreService: GetDataStore, GetAsync/ SetAsync/UpdateAsync/IncrementAsync wrapped in pcall, load-on-join and save-on-leave plus BindToClose, retries, and OrderedDataStore leaderboards. Use when saving or loading persistent data in a Roblox experience — when the user mentions DataStore, DataStoreService, GetAsync, SetAsync, UpdateAsync, save player data, or leaderboards. For general Luau scripting use roblox-luau.ui-imguiunity-technologies2.8KGenerates and modifies Unity IMGUI editor code such as EditorWindows, custom Inspectors, PropertyDrawers, and OnGUI scripts. Use for IMGUI or OnGUI or maintaining existing IMGUI code.unity-navmeshgamedev-skills2.8KAdd AI navigation in Unity 6.3 LTS: bake a NavMesh with the AI Navigation package (NavMeshSurface), move agents with NavMeshAgent.SetDestination, and handle dynamic obstacles. Use when setting up pathfinding, making an enemy chase the player, baking navigation, or when the user mentions NavMesh, NavMeshAgent, NavMeshSurface, NavMeshObstacle, or Unity pathfinding.pixijs-renderinggamedev-skills2.8KBuild a PixiJS v8 render layer: create the async Application, load textures with Assets, compose the scene graph with Container and Sprite, drive the ticker loop, wire pointer events, and group draws with render groups. Use when building or debugging PixiJS v8 — when the user mentions PixiJS, Pixi, Application, app.stage, Container, Sprite, Assets.load, app.ticker, or eventMode. Pins the v8 async init() API.unreal-blueprintsgamedev-skills2.7KBuild Unreal Engine 5 gameplay with Blueprint visual scripting: Blueprint Classes, the Event Graph and Construction Script, variables/functions/macros, and Blueprint communication (Cast, Interfaces, Event Dispatchers). Use when working in Blueprints, wiring an event graph, deciding how Blueprints talk to each other, or when the user mentions Blueprint, BP, event graph, construction script, or a Blueprint .uasset.tabletopkitdpearson26992.7KBuilds multiplayer spatial board games using TabletopKit on visionOS. Use when creating tabletop game experiences with boards, pieces, cards, or dice; managing seats, turns, equipment state, TabletopAction flows, or TabletopInteraction delegates; synchronizing gameplay through FaceTime Group Activities; rendering with RealityKit; or implementing snapping, tosses, and physics on a virtual table surface.unreal-cpp-gameplaygamedev-skills2.7KWrite Unreal Engine 5 C++ gameplay code: the UCLASS/UPROPERTY/UFUNCTION reflection macros, the Gameplay Framework (GameMode, Pawn, Character, PlayerController, Actor components), and the module Build.cs. Use when writing or debugging UE C++, deriving from AActor/ACharacter/ AGameModeBase, exposing properties to the editor or Blueprints, or when the user mentions Unreal C++, UCLASS, GENERATED_BODY, GameMode, ACharacter, or .Build.cs.threejs-3d-generatormajidmanzarpour2.7KGenerate, texture, rig, animate, stylize, convert, and download 3D assets for Three.js games via the Tripo API. Use for text-to-3D, image-to-3D, game-ready GLB/FBX, characters, creatures, buildings, props, weapons, terrain, auto-rigging, animation retargeting, model texturing, voxel/LEGO stylization, and low-poly conversion. Pair with threejs-image-generator for concept and texture references first.

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