exercise-patterns
Structure for creating hands-on exercises in the Physical AI textbook.
Structure for creating hands-on exercises in the Physical AI textbook.
Domain expert for Splatoon 3 competitive gear abilities and weapon meta. Use when: (1) Labeling or classifying gear build features from SAE analysis, (2) Understanding why specific ability combinations appear in builds, (3) Identifying weapon archetypes and their associated ability patterns, (4) Semantic analysis of gear/ability relationships, (5) Interpreting competitive meta patterns in build data, (6) Any task requiring deep knowledge of Splatoon 3 ability synergies, anti-synergies, breakpoints, or playstyle associations.
Game development mastery - from game design documents to systems programming. Covers gameplay loops, narrative design, mechanics, balancing, and the art of creating player experiences.
Guidance for managing data-driven combat, animations, and action windows in ArchSurvivor.
Create and manage PBR (Physically Based Rendering) materials in Blockbench using MCP tools. Use when working with texture_set.json files, creating normal/height/MER maps, configuring material properties for Minecraft Bedrock RTX, or setting up multi-channel texture workflows.
Use this skill when operating Unity Editor. Supports creating/modifying GameObjects, transforms, materials, scenes, prefabs, lights, cameras, UI, and terrain via JSON commands. MUST invoke first to get correct command format before executing.
Patterns for real-time multiplayer game state using Firebase Realtime Database or Supabase. Use when implementing room systems, game state sync, or handling concurrent player actions.
Validate unit stats and combat values against GAME_REQUIREMENTS.md. Use when modifying unit properties, combat formulas, or terrain effects. Triggers on "balance", "stats", "unit values", "combat modifier".
Optimize and prepare 3D assets for web delivery. Use this skill when working with GLTF/GLB files, compressing 3D models, optimizing textures, setting up Blender exports, or preparing assets for Three.js/R3F. Covers GLTF workflows, Draco/meshopt compression, texture optimization, LOD generation, and performance profiling.
ZX rendering techniques: cameras, stencil effects, particles, fonts, 2D/3D. Triggers on "ZX camera", "orbit camera", "stencil buffer", "portal", "billboard", "particles", "custom font", "render pass", "2D vs 3D", "screen space", "world space". **Load references when:** - Camera implementations -> `references/camera-systems.md` - Stencil/portal effects -> `references/effects.md` - 2D vs 3D decisions -> `references/2d-vs-3d.md`
Deep-dive reference for Shadow Master subsystems including Combat, Matrix, Rigging, Inventory, Contacts, Sync, and Security. Use when working on specific game mechanics or need detailed file locations for a subsystem.
The integration of Teacher Team with Arcanea's creator education mission
A skill with lowercase skill.md filename for testing
Refactoring patterns and best practices for creating maintainable geometry MicroSims using p5.js. Provides guidelines for local coordinate systems, push/pop/translate/scale patterns, mathematical accuracy, and clean code structure.
Create and manage animations in Blockbench using MCP tools. Use when animating 3D models, creating keyframes, managing bone rigs, editing animation curves, or working with animation timelines. Covers walk cycles, idle animations, combat animations, and complex multi-bone animations.
Setup Dev Client environment and manage platforms (Android/iOS). Use for initial setup from Expo Go or to add/remove platforms. Run this BEFORE /dist-dev-client.
Internationalization (i18n) and localization (l10n) patterns using GetX Translations for multi-language Flutter applications
Async/await patterns for the .NET 8 WPF widget host app. Use when implementing async commands, background operations, cancellation, progress reporting, or UI thread marshaling.