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Found 15 Skills
Creating visual effects using particle systems, physics simulation, and post-processing for polished, dynamic game graphics.
This skill should be used when the user asks to "build a particle system", "make confetti/snow/smoke/sparks", "create a connected-dot/constellation network background", "add a flow-field or curl-noise particle effect", "render thousands of GPU particles with Three.js Points", or "animate emitters with forces". Covers per-particle integration, forces, flow fields, burst/continuous emission, spatial-grid connected dots, and GPU points + shaders.
Emit particles (fire, smoke, snow, fireworks, magic, trails) from an entity in a Decentraland SDK7 scene with the ParticleSystem component. Do NOT use for procedural entity motion (see animations-tweens), GLTF model effects (see add-3d-models), or 2D UI effects (see build-ui).
Unity 6 lighting and visual effects guide. Use when working with lights, baked/realtime/mixed lighting, light probes, reflection probes, Adaptive Probe Volumes (APV), global illumination, Particle System, VFX Graph, or post-processing effects. Based on Unity 6.3 LTS documentation.
Algorithmic and generative art with Canvas 2D - particles, flow fields, noise, fractals, L-systems.
Use when adding transient visual effects or trails to a PlayCanvas app to select an Engine-native implementation, place and layer it correctly, manage its lifecycle, and verify the rendered result.
CesiumJS models, glTF, and particle effects - Model, KHR_meshopt_compression, CAD glTF extensions, EdgeDisplayMode, ModelAnimation, ModelNode, ParticleSystem, emitters, GPM extensions. Use when loading compressed or CAD-style glTF/GLB models, controlling edge rendering, playing model animations, positioning particles, or working with geospatial positioning metadata.
Master router for immersive visual experiences combining React Three Fiber, shaders, particles, post-processing, GSAP animation, and audio. Use when building 3D web experiences, visualizers, creative coding projects, interactive installations, or any project requiring multiple visual technologies. Dispatches to 6 specialized domain routers covering 29 total skills.
Decision framework for particle system projects. Routes to specialized particle skills (gpu, physics, lifecycle) based on task requirements. Use when building particle effects or needing guidance on which particle techniques to combine.
Expert blueprint for GPU particle systems (explosions, magic effects, weather, trails) using GPUParticles2D/3D, ParticleProcessMaterial, gradients, sub-emitters, and custom shaders. Use when creating VFX, environmental effects, or visual feedback. Keywords GPUParticles2D, ParticleProcessMaterial, emission_shape, color_ramp, sub_emitter, one_shot.
Creating algorithmic art using p5.js with seeded randomness and interactive parameter exploration. Use when users request creating art using code, generative art, algorithmic art, flow fields, or particle systems.
Expert real-time VFX artist specializing in particle systems, shader effects, and the invisible craft that makes games feel satisfying. Masters Niagara, VFX Graph, Godot GPU particles, and understands the AAA principles that make effects read clearly at 60fps. Use when "particle system, visual effects, vfx, particles, niagara, vfx graph, flipbook, sprite sheet, explosion effect, magic effect, trail effect, beam effect, dissolve, distortion, force field, hit effect, muzzle flash, impact effect, smoke particles, fire effect, soft particles, game juice, screen shake, particle overdraw, effect optimization, vfx, particles, effects, niagara, vfx-graph, game-juice, visual-effects, shaders, flipbook, trails, beams, explosions, optimization, gpu-particles" mentioned.