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Found 60 Skills
Use this skill when loading assets in Phaser 4. Covers the Loader plugin, loading images, spritesheets, atlases, audio, JSON, tilemaps, bitmap fonts, and tracking load progress. Triggers on: preload, this.load, asset loading, spritesheet, atlas, load progress.
Use this skill when applying visual filters or post-processing effects in Phaser 4. Covers bloom, blur, glow, color matrix, barrel distortion, displacement, custom shaders, and the filter pipeline. Triggers on: filter, post-processing, shader, bloom, blur, glow, color effects.
Orchestrate level design team: level-designer + narrative-director + world-builder + art-director + systems-designer + qa-tester for complete area/level creation.
Flame Engine core fundamentals - components, input, collision, camera, animation, scenes
Replace primitive 3D shapes with real GLB models — animated characters, world props, buildings, and scenery for Three.js games
Expert blueprint for RPG stat systems (attributes, leveling, modifiers, damage formulas) using Resource-based stats, stackable modifiers, and derived stat calculations. Use when implementing character progression OR equipment/buff systems. Keywords stats, attributes, leveling, modifiers, CharacterStats, derived stats, damage calculation, XP.
Use this skill when working with Phaser 4 game object components and the mixin system. Covers Transform, Alpha, Tint, Origin, Depth, Flip, Mask, GetBounds, Lighting, and other shared component behaviors. Triggers on: component, mixin, transform, mask, bounds, lighting.
Use this skill when using Matter.js physics in Phaser 4. Covers rigid bodies, constraints, composite bodies, sensors, collision filtering, world configuration, and advanced physics shapes. Triggers on: Matter, matter physics, constraint, joint, rigid body, sensor.
Guided game concept ideation — from zero idea to a structured game concept document. Uses professional studio ideation techniques, player psychology frameworks, and structured creative exploration.
Concept prototype — validate the core idea is worth designing before writing GDDs. Run right after /brainstorm and /setup-engine. Routes to HTML, Engine, or Paper path based on game type. Produces a throwaway build and a PROCEED/PIVOT/KILL verdict.
Expert blueprint for genre-specific project boilerplates (2D platformer, top-down RPG, 3D FPS) including directory structures, AutoLoad patterns, and core systems. Use when bootstrapping new projects or migrating architecture. Keywords project templates, boilerplate, 2D platformer, RPG, FPS, AutoLoad, scene structure.
Runtime context passed to compiled closures — the world as seen from inside