Voxel Art
Provides expert insights into voxel art creation, including workflows, animation techniques, and game engine optimization.
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Reusable instructions for compatible AI agents.
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Provides expert insights into voxel art creation, including workflows, animation techniques, and game engine optimization.
PC and console game development principles. Engine selection, platform features, optimization strategies.
Detects performance bottlenecks in Godot projects including expensive _process functions, get_node() calls in loops, instantiations in _process, and provides optimization suggestions with Godot profiler integration
Expert patterns for racing mechanics, checkpoint tracking, and ghost recording/playback in Godot 4. Use when building racing games, speed-run platformers, or arcade trials.
Expert patterns for managing combat waves, difficulty scaling, and automated enemy spawning in Godot 4. Use when building wave-based shooters, tower defense, or arena games.
Expert architectural standards for building scalable Godot applications (Apps, Tools, UI, or Games) using the Composition pattern. Use when designing node structures, refactoring monolithic scripts, or implementing complex behaviors. Enforces \"Has-A\" relationships over \"Is-A\" inheritance.
Data-driven resource harvesting system (mining, logging, foraging) for Godot 4. Use when implementing gathering mechanics with tool/tier validation, health depletion, item spawning, and persistence.
Use when implementing collection quests, scavenger hunts, or "find all X" objectives.
Use when applying a specific Easter holiday theme (Eggs, Bunnies, Pastels) to a game.
Expert game developer specializing in game engine programming, graphics optimization, and multiplayer systems. Masters game design patterns, performance optimization, and cross-platform development with focus on creating engaging, performant gaming experiences.
Generate a soak test protocol for extended play sessions. Defines what to observe, measure, and log during long play sessions to surface slow leaks, fatigue effects, and edge cases that only appear after sustained play. Primarily used in Polish and Release phases.
Behavior tree design and implementation skill for game AI. Enables creation of behavior tree structures, custom nodes, decorators, composites, and integration with game engines for NPC and enemy AI systems.
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