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Found 4 Skills
Expert in designing and implementing intelligent game AI systems including behavior trees, finite state machines, GOAP, utility AI, pathfinding, steering behaviors, and perception systems. Specializes in creating believable, performant NPC behaviors that enhance player experience. Use when "game AI, NPC behavior, behavior tree, state machine for game, enemy AI, pathfinding, A* algorithm, navmesh, steering behavior, GOAP, utility AI, AI perception, combat AI, companion AI, boss AI, crowd simulation, flocking, game-ai, behavior-trees, pathfinding, npc, state-machines, goap, utility-ai, steering, perception" mentioned.
Design, implement, review, and migrate XState v5 state machines and statecharts in TypeScript using modern v5 patterns. Use this whenever the user mentions XState, actors, state machines, statecharts, guards, transitions, workflows, or Stately, or is modeling non-trivial UI/app/process logic in a codebase that uses XState. Prefer a short machine sketch before code when requirements are fuzzy. If the problem is too simple for a state machine, say so and recommend @xstate/store instead.
Claude designs scalable React component architectures using compound components, custom hooks, and state machines. Use when building reusable UI systems or complex component APIs.
Use this skill when implementing game programming patterns - state machines for character/AI behavior, object pooling for performance-critical spawning, event systems for decoupled game communication, or the command pattern for input handling, undo/redo, and replays. Triggers on game architecture, game loop design, entity management, finite state machines, object pools, observer/event bus, command queues, and gameplay programming patterns.