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Found 144 Skills
Flame Engine core fundamentals - components, input, collision, camera, animation, scenes
Generate sprite sheet images for the isometric city game using the GenerateImage tool. Use when creating new game assets, sprite sheets, vehicle sprites, building sprites, or any visual assets for the isometric city builder. Ensures consistent format, sizing, and isometric projections.
PC and console game development principles. Engine selection, platform features, optimization strategies.
Generate game-ready sprites for the Claude Office Visualizer using Nano Banana MCP and ImageMagick. Uses 45-degree front/top-down perspective (NOT isometric) with retro 16-bit pixel art style. Includes validation step before processing and helper scripts for background removal.
Analyzes game balance data files, formulas, and configuration to identify outliers, broken progressions, degenerate strategies, and economy imbalances. Use after modifying any balance-related data or design. Use when user says 'balance report', 'check game balance', 'run a balance check'.
Use this skill when creating or controlling sprite animations in Phaser 4. Covers spritesheets, atlases, AnimationManager, AnimationState, play/stop/chain, frame callbacks, and animation events. Triggers on: sprite animation, spritesheet, play animation, animation frames.
2D game development principles. Sprites, tilemaps, physics, camera.
Expert in interactive entertainment, creating immersive experiences with Unity, Unreal Engine, and Godot.
Building interactive experiences that engage, challenge, and delight playersUse when "game, gamedev, game development, phaser, unity, unreal, godot, gameplay, game loop, sprites, collision, physics, player, level, tilemap, games, gamedev, interactive, gameplay, physics, engines, performance, player-experience" mentioned.
Game development expert including DragonRuby, Unity, and game mechanics
Game architecture patterns and best practices for browser games. Use when designing game systems, planning architecture, structuring a game project, or making architectural decisions about game code.
Specialized guide for migrating Godot 3.x projects to Godot 4 (GDScript 2.0), covering syntax changes, Tweens, and exports.