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Found 3,510 Skills
Tune game physics for stable, good-feeling motion — fixed vs variable timestep, render interpolation, mass/gravity/drag, continuous collision detection (CCD) to stop tunneling, fixing jitter, and collision layers/masks. Engine-neutral. Use when the user mentions physics feel, jitter, tunneling, fixed timestep, FixedUpdate, CCD, bouncing/unstable physics, or collision layers.
Play and mix audio in Godot 4.x: 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.
Design NPC and enemy decision-making with finite state machines, behavior trees, steering behaviors, and A* pathfinding — engine-neutral algorithms that pair with the detected engine's navigation API. Use when building enemy AI, an FSM or behavior tree, steering/flocking, or pathfinding, or when the user mentions state machine, behavior tree, blackboard, A*, navmesh, seek, or patrol/chase.
Set up and debug a Phaser 3 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 3 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.
Routes any game-development request to the right specialized skill(s): it detects the engine (Godot, Unity, Unreal, Bevy, Phaser, PixiJS, three.js, LÖVE, pygame, Roblox) and the task, then reads the chosen skill before acting. Use to make a game or to decide which skill applies — for players, levels, enemies, shaders, UI/UX, cameras, game feel, physics, input, audio, saving, multiplayer, AI, dialogue, procedural generation, or performance, for genres (platformer, roguelike, RPG, FPS, tower-defense, card game, visual novel, survival-crafting, puzzle), and for shipping (game jam, Steam, itch). Start here when unsure which gamedev skill to use.
Add "juice" and game feel that makes actions satisfying — screen shake, hit-stop/freeze frames, tweened/eased motion, squash & stretch, knockback, and layered audio-visual feedback — as engine-neutral techniques that pair with the detected engine's tween, particle, and camera APIs. Use when the user mentions game feel, juice, "make it feel good/punchy", screen shake, hit stop, screen freeze, easing, squash and stretch, impact frames, or feedback/polish on hits, jumps, pickups, and deaths.
Rspress best practices for config, CLI workflow, content organization, frontmatter, MDX, themes, i18n, search, static assets, deployment, and debugging. Use when writing, reviewing, or troubleshooting Rspress documentation sites.
React Router performance and architecture patterns. Use when writing loaders, actions, forms, routes, or working with React Router data fetching. Triggers on tasks involving React Router routes, data loading, form handling, or route organization.
Monorepo architecture patterns with Turborepo, pnpm workspaces, and shared packages. Use when setting up multi-package repositories, shared libraries, or micro-frontend architectures.
Next.js 14+ App Router best practices including Server Components, data fetching, caching, and Vercel optimization patterns. Use for Next.js development with waterfall prevention, bundle optimization, and server actions.
React 19 patterns and breaking changes vs React 18. Trigger: When writing React 19 components/hooks in .tsx (ref as prop, new hooks, Actions, deprecations). If using Next.js App Router/Server Actions, also use nextjs-15.
Provide expert guidance on backend and database services. Advises on database design, APIs, authentication, and deployment.