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Found 60 Skills
Use this skill when migrating a Phaser 3 project to Phaser 4, or when a user asks about breaking changes, API differences, or how to update their v3 code. Covers renderer changes (pipelines to render nodes), FX/masks to filters, tint system, camera matrix, texture coordinates, DynamicTexture, shaders, lighting, removed game objects, and a full migration checklist. Triggers on: migrate, upgrade, v3 to v4, breaking changes, Phaser 3 to 4, migration guide, update from v3.
VRChat World SDK 3 scene setup and optimization guide. Use this skill when configuring VRChat world scenes, placing SDK components, setting up layers, optimizing performance, or uploading worlds. Covers VRC_SceneDescriptor, spawn points, VRC_Pickup, VRC_Station, VRC_Mirror, VRC_ObjectSync, VRC_CameraDolly, layer/collision matrix, baked lighting, Quest/Android limits, and upload workflow. SDK 3.7.1 - 3.10.2 coverage. Triggers on: VRChat world, VRC SDK, scene setup, VRC_SceneDescriptor, spawn point, VRC_Pickup, VRC_Station, VRC_ObjectSync, layer setup, optimization, Quest support, light baking, upload, FPS improvement. Related: Use unity-vrc-udon-sharp for UdonSharp C# coding.
3D graphics, shaders, VFX, lighting, rendering optimization. Create stunning visuals with production-ready techniques.
Three.js 3D graphics library - scene setup, geometry, materials, lighting, textures, animation, loaders, shaders, postprocessing, interaction. Use when building 3D web experiences, creating WebGL visualizations, working with GLTF models, implementing custom shaders, or adding interactive 3D elements to web applications.
Build 3D scenes and visualizations using SceneKit. Use when creating 3D views with SCNView and SCNScene, building node hierarchies with SCNNode, applying materials and lighting, animating with SCNAction, simulating physics with SCNPhysicsBody, loading 3D models (.usdz, .scn), adding particle effects, or embedding SceneKit in SwiftUI with SceneView. Note: SceneKit was deprecated at WWDC 2025 and is in maintenance mode; RealityKit is recommended for new projects.
Use this skill when learning about new features, game objects, components, and rendering capabilities added in Phaser 4. Covers Filters, RenderNodes, CaptureFrame, Gradient, Noise, SpriteGPULayer, TilemapGPULayer, Lighting component, RenderSteps, and new tint modes. Triggers on: new in v4, Phaser 4 features, RenderNode, SpriteGPULayer, CaptureFrame, Gradient game object, Noise game object, new tint modes. For migrating v3 code to v4, see the v3-to-v4-migration skill instead.
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.
Creates professional AI image/video prompts with photographer's and cinematographer's eye. Specializes in composition, lighting, color grading, and storytelling. Use when generating AI images/videos with artistic vision, working with models like Nano Banana Pro, Qwen, Sora2, Wan 2.2. For graphic design work (thumbnails, banners, layouts), use /graphic-designer instead.
AI image generation and editing for blog content powered by Gemini via MCP. Claude acts as Creative Director - interpreting intent, selecting domain expertise, constructing optimized 6-component prompts (Subject + Action + Context + Composition + Lighting + Style), and orchestrating Gemini for blog-quality results. Generates hero images, inline illustrations, social preview cards, and OG images. Edits existing blog images. Supports 6 blog-optimized domain modes (Editorial, Product, Landscape, UI/Web, Infographic, Abstract). Works standalone via /blog image or internally from blog-write and blog-rewrite workflows. Falls back gracefully when MCP is not configured. Use when user says "blog image", "generate hero image", "blog illustration", "social card", "generate blog image", "edit blog image", "image generate", "blog cover image", "inline image", "OG image".
Change ANYTHING inside a video — background, scene, lighting, outfit, weather, mood — from a free-form prompt, while keeping the EXACT original facial identity, motion, speech, audio AND closest supported output ratio. Edits the first frame with gpt-image-2, then propagates that look across the clip with Kling reference-video using the original clip as the identity anchor. Triggers: "change anything in my video", "edit my video with a prompt", "change the background of this video", "change my outfit in this clip", "restyle this video without changing the person", "put me on a beach", "make this video at night", "/fix-my-look".
A specialized skill for implementing and configuring animation-style shaders (Toon Shaders) in 3D rendering engines. It provides guidance on various techniques like outlines, rim lighting, and special effects using popular shader libraries.
Comprehensive GLSL shader techniques for creating stunning visual effects — ray marching, SDF modeling, fluid simulation, particle systems, procedural generation, lighting, post-processing, and more.