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Found 154 Skills
Expert blueprint for horror games including tension pacing (sawtooth wave: buildup/peak/relief), Director system (macro AI controlling pacing), sensory AI (vision/sound detection), sanity/stress systems (camera shake, audio distortion), lighting atmosphere (volumetric fog, dynamic shadows), and "dual brain" AI (cheating director + honest senses). Use for psychological horror, survival horror, or atmospheric games. Trigger keywords: horror_game, tension_pacing, director_system, sensory_perception, sanity_system, volumetric_fog, AI_reaction_time.
Transform high-level ideas or briefs into fully structured presentation scripts saved as Markdown files, describing presentations slide by slide with exhaustive detail. Use this skill when users request: (1) Creating presentation blueprints or scripts, (2) Structuring slide decks from concepts, (3) Designing presentation narratives with detailed specifications for content, layout, typography, and visuals, or (4) Creating presentation documentation for designers or presenters.
Design assessment blueprints mapping learning objectives to valid assessment types and create detailed rubrics with performance criteria. Use when planning assessments, creating rubrics, or ensuring constructive alignment. Activates on "create assessment blueprint", "design rubric", "assessment alignment", or "backwards design assessment".
Expert blueprint for Godot 4 project organization (feature-based folders, naming conventions, version control). Enforces snake_case files, PascalCase nodes, %SceneUniqueNames, and .gitignore best practices. Use when starting new projects or refactoring structure. Keywords project organization, naming conventions, snake_case, PascalCase, feature-based, .gitignore, .gdignore.
Use when complex systems need visual documentation, mapping component relationships and dependencies, creating hierarchies or taxonomies, documenting process flows or decision trees, understanding system architectures, visualizing data lineage or knowledge structures, planning information architecture, or when user mentions concept maps, system diagrams, dependency mapping, relationship visualization, or architecture blueprints.
Expert blueprint for platformer games including precision movement (coyote time, jump buffering, variable jump height), game feel polish (squash/stretch, particle trails, camera shake), level design principles (difficulty curves, checkpoint placement), collectible systems (progression rewards), and accessibility options (assist mode, remappable controls). Based on Celeste/Hollow Knight design research. Trigger keywords: platformer, coyote_time, jump_buffer, game_feel, level_design, precision_movement.
Expert blueprint for shader programming (visual effects, post-processing, material customization) using Godot's GLSL-like shader language. Covers canvas_item (2D), spatial (3D), uniforms, built-in variables, and performance. Use when implementing custom effects OR stylized rendering. Keywords shader, GLSL, fragment, vertex, canvas_item, spatial, uniform, UV, COLOR, ALBEDO, post-processing.
Expert knowledge for Azure Managed Applications development including limits & quotas, security, configuration, and deployment. Use when designing createUiDefinition UIs, JIT access, managed identities, Key Vault/CMK, StorageAccountSelector, or Bicep-based catalog deployments, and other Azure Managed Applications related development tasks. Not for Azure Lighthouse (use azure-lighthouse), Azure Partner Solutions (use azure-partner-solutions), Azure Resource Manager (use azure-resource-manager), Azure Blueprints (use azure-blueprints).
This skill should be used when the user asks to "create a blueprint", "blueprint this feature", "plan this implementation", "make a plan", "create an implementation plan", "design the architecture", "design this feature", or "break this down into steps".
Design or redesign an org structure and operating model by producing an Organizational Design Pack (design brief, current-state map, operating-model decision, target org blueprint, transition plan). Use for org design, reorgs, team topology, functional vs divisional structures, and centralized vs decentralized decision-making. Category: Leadership.
Expert blueprint for multiplayer networking (Among Us, Brawlhalla, Terraria) using Godot's high-level API covering RPCs, state synchronization, authoritative servers, client prediction, and lobby systems. Use when building online multiplayer, LAN co-op, or networked games. Keywords multiplayer, RPC, ENetMultiplayerPeer, MultiplayerSynchronizer, authority, client prediction, rollback.
Expert blueprint for puzzle games including undo systems (Command pattern for state reversal), grid-based logic (Sokoban-style mechanics), non-verbal tutorials (teach through level design), win condition checking, state management, and visual feedback (instant confirmation of valid moves). Use for logic puzzles, physics puzzles, or match-3 games. Trigger keywords: puzzle_game, undo_system, command_pattern, grid_logic, non_verbal_tutorial, state_management.