gds-test-automate
Generate automated game tests for gameplay systems. Use when the user says "automate tests" or "generate tests"
Generate automated game tests for gameplay systems. Use when the user says "automate tests" or "generate tests"
Design game performance testing strategy. Use when the user says "performance test" or "benchmark"
Design scale-adaptive game architecture with engine systems and networking. Use when the user says "game architecture" or "design architecture"
Create structured playtesting plans for user feedback. Use when the user says "playtest plan" or "playtesting"
Facilitate a retrospective after completing a game development epic. Use when the user says "run a retrospective" or "lets do a retro"
Plan UX patterns and design specifications for game UI/HUD elements. Use when the user says "lets create UX design" or "create UX specifications" or "help me plan the game UX"
Conduct game domain and industry research. Use when the user says "lets create a research report on [game domain or industry]"
Interactive game brief creation guiding users through defining their game vision. Use when the user says "game brief" or "create brief"
Facilitate game brainstorming sessions with game-specific techniques. Use when the user says "brainstorm game" or "game ideas"
Create an interactive digital worked example sequence with fading for online or blended delivery. Use when building e-learning modules, LMS content, or app-based instruction.
Elite indie game developer for rapid prototyping and solo quick-flow development. Use when the user asks to talk to Indie or requests the Game Solo Dev.
Game QA architect for test automation, performance profiling, and quality assurance. Use when the user asks to talk to GLaDOS or requests the Game QA Architect.
Game developer for story execution, code implementation, and code review. Use when the user asks to talk to Link Freeman or requests the Game Developer.
Game designer for creative vision, GDD creation, and narrative design. Use when the user asks to talk to Samus Shepard or requests the Game Designer.
Game systems architect for technical architecture, engine design, and infrastructure. Use when the user asks to talk to Cloud Dragonborn or requests the Game Architect.
Execute story implementation following a context filled story spec file. Use when the user says "dev this story [story file]" or "implement the next story in the sprint plan"
A skill with 500KB+ content for lazy loading testing
Example skill demonstrating nested directory structure at depth 2
Example skill demonstrating nested directory structure at depth 3
Manages persistent research memory across ideation and experimentation cycles. Maintains two stores: Ideation Memory M_I (feasible/unsuccessful directions) and Experimentation Memory M_E (reusable strategies for data processing, model training, architecture, debugging). Three evolution mechanisms: IDE (after idea-tournament), IVE (after experiment failure — classifies failures as implementation vs fundamental), ESE (after experiment success — extracts reusable strategies). Use when: updating memory after completing idea tournaments or experiment pipelines, classifying why a method failed (implementation vs fundamental failure), starting a new research cycle needing prior knowledge, user mentions 'update memory', 'classify failure', 'what worked before', 'research history', 'evolution'. Do NOT use for running experiments (use experiment-pipeline), debugging experiment code (use experiment-craft), or generating ideas (use idea-tournament).
Replace Tokio Rust stacks with Asupersync. Use when migrating tokio/axum/hyper/tonic apps, designing native Cx/region-based services, or debugging Asupersync internals.
Update a minor or patch LLVM version in this repository. Use when bumping LLVM_VERSION, creating llvm-<version>-<suffix> prebuilt branches, watching the LLVM Prebuilt Release workflow, collecting release SHA256 values, updating MODULE.bazel, and opening the stacked update-llvm-<version> pull request.