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Found 9 Skills
Expert in Unity and C# game development with performance optimization patterns
Master Godot 4 GDScript patterns including signals, scenes, state machines, and optimization. Use when building Godot games, implementing game systems, or learning GDScript best practices.
Expert architectural standards for building scalable Godot GAMES (RPGs, Platformers, Shooters) using the Composition pattern (Entity-Component). Use when designing player controllers, NPCs, enemies, weapons, or complex gameplay systems. Enforces "Has-A" relationships for game entities. Trigger keywords: Entity-Component, ECS, Gameplay, Actors, NPCs, Enemies, Weapons, Hitboxes, Game Loop, Level Design.
Guide AI agents through Godot 4.x GDScript coding best practices including scene organization, signals, resources, state machines, and performance optimization. This skill should be used when generating GDScript code, creating Godot scenes, designing game architecture, implementing state machines, object pooling, save/load systems, or when the user asks about Godot patterns, node structure, or GDScript standards. Keywords: godot, gdscript, game development, signals, resources, scenes, nodes, state machine, object pooling, save system, autoload, export, type hints.
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'.
Builds and refactors Phaser 3 browser games. Use for creating a new Phaser project, adding scenes, entities, physics, UI, tilemaps, animations, input, audio, camera, or for fixing Phaser-specific bugs and performance problems.
Build 2D browser games with Phaser 3 using scene-based architecture and centralized state. Use when creating a new 2D game, adding 2D game features, working with Phaser, or building sprite-based web games.
Game development patterns, architectures, and best practices
Cross-engine design pattern comparison for game development including ECS, state machines, networking, and common architectures