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Found 130 Skills
Hexagonal grid mathematics, coordinate systems, pathfinding, and spatial algorithms for hex-based games. Use when implementing hex grids, calculating hex distances, finding neighbors, pathfinding on hex maps, spreading effects across hexes, or converting between coordinate systems. Triggers on requests involving hexagonal grids, hex coordinates, A* on hex maps, or hex-based game mechanics.
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.
Runtime context passed to compiled closures — the world as seen from inside
Game audio engineer using Strudel.cc for background music and Web Audio API for sound effects in browser games. Use when adding music or SFX to a game.
AI-driven Game Development Studio using BMAD methodology. Routes game projects through Pre-production, Design, Architecture, Production, and Game Testing phases with 6 specialized agents. Supports Unity, Unreal Engine, Godot, and custom engines.
Playdate game development in Lua with the Playdate SDK, including game loop, sprites, graphics, input (crank, buttons, accelerometer), UI, performance, metadata (pdxinfo), and simulator/device workflow. Use when asked to make a Playdate game, implement Playdate-specific mechanics, or apply Playdate design and accessibility guidelines.
Use this skill when animating properties over time in Phaser 4. Covers tweens, tween chains, easing functions, stagger, yoyo, repeat, callbacks, number tweens, and the TweenManager. Triggers on: tween, ease, animate, this.tweens.add, tween chain, stagger.
Use this skill when working with tilemaps in Phaser 4. Covers loading Tiled JSON maps, creating tilemap layers, tile collision, dynamic tiles, tile properties, and tilemap camera culling. Triggers on: Tilemap, Tiled, tilemap layer, tile collision, tile properties.
Use this skill when working with Phaser 4 scenes. Covers scene lifecycle methods, scene transitions, parallel scenes, scene communication, sleeping, pausing, restarting, and the SceneManager. Triggers on: Scene, scene lifecycle, preload, create, update, scene transition, SceneManager.
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.
Use this skill when working with Mass Entity, MassEntity, Mass AI, MassProcessor, MassFragment, MassTag, MassObserver, MassSpawner, MassCrowd, Mass ECS, entity archetype, ForEachEntityChunk, FMassEntityQuery, FMassEntityManager, ISM crowd, or large-scale entity simulation in Unreal Engine. See references/mass-entity-patterns.md for processor and observer templates. See references/mass-fragment-reference.md for built-in fragment types.
Expert blueprint for turn-based combat with turn order, action points, phase management, and timeline systems for strategy/RPG games. Covers speed-based initiative, interrupts, and simultaneous turns. Use when implementing turn-based combat OR tactical systems. Keywords turn-based, initiative, action points, phase, round, turn order, combat.