Total 53,294 skills, Frontend Development has 5065 skills
Showing 12 of 5065 skills
Build or extend a playable isometric action RPG in Three.js, React, or similar web technology. Use for game-loop architecture, camera and movement, zones, combat integration, content data, progression, saves, or production-ready vertical slices.
Build, tune, or test a Three.js game for mobile web. Use for touch movement, action controls, target selection, touch inventory, safe areas, portrait/landscape layouts, responsive HUD, battery/performance budgets, and real mobile browser QA.
Create masked staggered word reveals on scroll with GSAP ScrollTrigger. Use when headings, hero copy, section titles, or editorial text should reveal word-by-word through an overflow mask as they enter the viewport.
Expert guidance for Satori, the library that converts JSX/HTML and CSS into SVG (the engine behind dynamic Open Graph images and social cards). Use whenever writing or debugging Satori markup e.g. authoring JSX for OG images, choosing CSS that Satori actually supports, fixing layout that renders wrong, embedding fonts, rendering emoji or images, or resolving Satori errors like "Expected length unit" or unsupported property issues. Reach for this any time someone renders HTML/CSS to SVG or PNG with Satori, even if they do not name it.
Design, implement, backfill, audit, and release in-game changelogs with contiguous versioning, deployment provenance, menu-state navigation, accessible toggle, close, and Escape behavior, and responsive release-ledger UI. Use when Codex needs to add or revise a changelog or version screen in a game, reconstruct release history from deployments and Git, define version-bump rules, keep displayed versions synchronized with live builds, or test changelog mechanics across desktop and mobile.
Design or implement responsive audio feedback for a Three.js or web game. Use for action sounds, combat layers, music states, spatial audio, mix priorities, mute controls, accessibility, mobile audio unlock, and audio performance.
Implement or tune Three.js game cameras. Use for isometric framing, follow behavior, orbit/zoom limits, occlusion, lock-on, camera shake, touch camera controls, and camera regression tests.
Create minimal framed grid layouts with thin visible boundary lines, L-shaped corner brackets, subtle diagonal line texture, and strict section alignment. Use when asked for clean, neutral, precise, structured, editorial, technical, or guide-border web layouts.
Create a container-in-container layout system using nested frames. Use an outer centered container with visible vertical boundary lines and corner markers. Inside, place inner containers inset from the edges, each with its own background and rounded frame. Technique: outer container defines global bounds, inner containers use padding to create inset spacing, layered frames (border + background) to separate levels, and consistent spacing between outer frame and inner blocks.
Create readable, performance-safe Three.js game visual effects. Use for attacks, impacts, damage feedback, status effects, spell trails, particles, shaders, telegraphs, quality tiers, and reduced-motion alternatives.
Build truthful Vesperfall asset-library review pairs from transparent PNG references and live Three.js, FBX, or img2threejs models. Use when adding a character, enemy, prop, or equipment asset to the Vesperfall catalog; creating a card-PNG plus inspector-model treatment; exposing an isolated model or moveset route; or standardizing provenance, grounding, tests, and Codex-browser validation for game art review.
Design, implement, tune, or test Three.js action-game encounters. Use for arena layout, enemy composition, spawn pacing, objectives, boss phases, reward cadence, encounter fixtures, and difficulty validation.