game-designer
Analyzes and improves browser game aesthetics and UI/UX. Covers backgrounds, particles, animations, screen transitions, and visual feedback that improves game feel.
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Find your next superpower If you are an agent, refer to our llms.txt for full access.Analyzes and improves browser game aesthetics and UI/UX. Covers backgrounds, particles, animations, screen transitions, and visual feedback that improves game feel.
Implements ECS architectures, physics systems, colliders, and multiplayer networking with lag compensation. Optimizes frame rates and applies game patterns such as object pooling and state machines.
Acts as an orchestrator for game development skills. Selects platform-specific skills according to the project's needs.
Game development orchestrator. Routes to platform-specific skills based on project needs.
Routes game development choices by platform, dimension, and engine fit, including web 2D/3D, DOM with canvas, and narrative tools. Covers options such as Phaser, PixiJS, Kaplay, Three.js, Babylon.js, Godot, Unity, and Ink/Twine.
Covers game loops, physics, collision detection, sprites, controls, and 2D/3D rendering. Supports platformers, breakout and maze games, tilemaps, audio, WebRTC multiplayer, and game publishing.
Adds responsive feedback to hits, jumps, pickups, and deaths through shake, freeze frames, squash and stretch, knockback, and easing. Uses engine-neutral techniques integrated with tween, particle, and camera APIs.
Match game scope to the available time, schedule work, and cut features to meet submission deadlines. Supports weekend builds and events such as Ludum Dare, GMTK Jam, and Global Game Jam.
Guides game UI design for HUDs, menus, inventories, minimaps, prompts, and in-world interfaces. Emphasizes rapid readability, player guidance, accessibility, and adaptation across display sizes and keyboard, touch, and controller input.
Builds game interfaces with anchors, resolution scaling, safe areas, and keyboard or gamepad focus navigation. Covers menu state stacks and event-driven HUD updates connected to game state.
Uses GameKit for player authentication, restrictions, score submission, achievements, and real-time or turn-based matches. Covers match data, Game Center UI, challenges, invitations, saved data, and server-side identity verification.
Scan a codebase, live app, or site and find the features that obviously should exist but don't — missing exports, bulk actions, search/filter, undo, history, notifications, dead-end workflows, data collected but never surfaced, backend endpoints with no UI, and half-built features that stopped partway. Produces an evidence-backed, ranked punch list (top 10 max) with a portable gap_packet JSON. Use…
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