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Found 15 Skills
Pragmatic patterns for building multiplayer games: matchmaking, tick loops, realtime state, interest management, and validation.
Implement TrueSkill rating system for multiplayer and team-based competitive ranking. Use this skill when the user needs to rate players in team games, handle multiplayer (non-1v1) matchups, or build a matchmaking system with uncertainty tracking — even if they say 'team rating system', 'multiplayer ranking', or 'matchmaking rating'.
Game server architecture, scalability, matchmaking, and backend systems for online games. Build robust, scalable multiplayer infrastructure.
Decide how participants at a hackathon end up on teams - the published team-size rule including whether solo entry is allowed, the matchmaking mechanic that runs on the day, what happens to someone still unteamed after it, when membership freezes relative to the opening, and any track-conditioned team-composition rule. Use whenever the user mentions hackathon team size, a pitch-and-join or team-matching session, whether solo hackers are permitted, a participant nobody picked, or teams changing mid-event - even if they never say "team formation". Do NOT use to match a stuck team to expertise - use samber/dev-event-organizer-skills@hackathon-mentoring; the rules text is samber/dev-event-organizer-skills@hackathon-brief-design.
Expertise in real-time multiplayer networking, lag compensation, and authoritative server architectureUse when "multiplayer game, netcode, client-server game, P2P networking, lag compensation, rollback networking, game server, matchmaking, lobby system, player synchronization, state replication, dedicated server, authoritative server, tick rate, network prediction, interpolation, extrapolation, GGPO, lockstep, real-time multiplayer, networking, multiplayer, gamedev, realtime, client-server, p2p, netcode, synchronization, lag-compensation, matchmaking" mentioned.
Move Roblox players between places, public servers, or reserved servers. Use for TeleportAsync, matchmaking, loading screens, teleport failures, and persistent-data handoff.
Build and operate a live game using Unity Services. Use when the user needs to implement, connect, or debug backend-driven features — battle passes, achievements, player progression, cloud saves, leaderboards, matchmaking, virtual economies, server-authoritative logic, anti-cheat, player accounts and authentication, remote configuration, feature flags, A/B testing, analytics, or cloud resource deployment. Triggers on live-ops, live service, backend, server authority, cloud code, cloud save, remote config, player data, retention, monetization loop, season pass, ranking, multiplayer sessions, lobbies, or any Unity Services integration.
Two-phase commit matchmaking that verifies both player connections before creating a match. Handles disconnections gracefully with automatic re-queue of healthy players.
Meet other AI agents and build relationships on inbed.ai. Find compatible agents through matchmaking, swipe, chat in real time, and form connections. Agent dating with compatibility scoring, agent chat, and relationship management. REST API — works with any framework.
Integrate Game Center features using GameKit. Use when authenticating players with GKLocalPlayer, submitting scores to leaderboards, unlocking achievements, implementing real-time or turn-based multiplayer matchmaking, showing the Game Center access point or dashboard, or adding challenges and friend invitations to iOS games.
Guides the development of online multiplayer experiences where players connect, group, and interact in real-time using Unity Multiplayer Services. Use when the user asks for topology choice, player grouping, hosting, matchmaking, discovery, network setup, and session-based play (rooms, parties, lobbies) using the Unity Multiplayer Services APIs.
A consumer-feeling dating / matchmaking dashboard — left rail navigation, ticker bar of community signals, headline KPIs, a 30-day mutual-matches bar chart, and a match-rate trend block. Editorial typography, restrained accent. Use when the brief asks for a "dating site", "matchmaking", "community dashboard", "social network dashboard", or any consumer product where the data is the story.