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Found 55 Skills
Deep pixel art expertise covering fundamentals, limited palettes, dithering patterns, subpixel animation, tile design, retro hardware constraints, and HD-2D hybrid techniques. Knowledge Claude wouldn't normally have from indie masters like Pedro Medeiros (saint11). Use when "pixel art, sprite art, dithering, limited palette, subpixel animation, tileset, autotile, pillow shading, selective outline, selout, hue shifting, color ramp, NES style, SNES style, HD-2D, Aseprite, retro game art, 8-bit, 16-bit, pixel-art, sprites, animation, retro, indie-games, dithering, palettes, tiles, subpixel, aseprite, NES, SNES, GBA, HD-2D" mentioned.
Fast, lightweight 2D rendering engine for creating interactive graphics, particle effects, and canvas-based applications using WebGL/WebGPU. Use this skill when building 2D games, particle systems, interactive canvases, sprite animations, or UI overlays on 3D scenes. Triggers on tasks involving PixiJS, 2D rendering, sprite sheets, particle effects, filters, or high-performance canvas graphics. Alternative to Canvas2D with WebGL acceleration for rendering thousands of sprites at 60 FPS.
Expert skill for building pixel art idle/incremental games with procedural sprite generation, React/TypeScript/Zustand architecture, and contemplative game design. Use when creating pixel art games, implementing idle game mechanics, generating procedural sprites via Canvas API, building collection-based games, or implementing incremental game economies. Triggers on requests for pixel art, idle games, sprite generation, incremental games, collection games, or contemplative game experiences.
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.
Build 2D browser games with Phaser 3 (JS/TS): scenes, sprites, physics (Arcade/Matter), tilemaps (Tiled), animations, input. Trigger: 'Phaser scene', 'Arcade physics', 'tilemap', 'Phaser 3 game'.
Use this skill when working with cameras in Phaser 4. Covers camera effects (shake, fade, flash, pan, zoom), following sprites, scroll, bounds, viewports, multiple cameras, and minimap. Triggers on: camera, viewport, scroll, zoom, follow, shake, fade.
Build 2D browser games with Phaser 3 (JS/TS): scenes (Boot/Menu/Game/UI), sprites/animations, input, Arcade/Matter physics, tilemaps (Tiled), asset loading, and performance patterns. Use for prompts like 'Phaser scene', 'Arcade physics', 'tilemap', 'Phaser 3 game architecture'.
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.
Generate iOS app assets like UI icons, sprites, illustrations, backgrounds, and graphics. Use when creating tab bar icons, toolbar icons, game sprites, onboarding illustrations, or any in-app visual assets. NOT for app icons (use ios-app-icon skill instead).
Plan, 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.
Generate game art assets using each::sense AI. Create 2D sprites, character sprite sheets, seamless textures, UI elements, icons, tilesets, loading screens, logos, and concept art for games.
PixiJS 2D rendering and game development including sprites, animations, interactions, and WebGL/Canvas rendering. Use when building PixiJS applications, creating 2D games, or implementing interactive graphics.