Results for “epic-games”

51 skills
More results
alirezarezvani
epic-design
Build cinematic, scroll-driven 2.5D websites with parallax depth, text animations, and premium effects using CSS and JavaScript.
20.4k · bundle
deanpeters
epic-hypothesis
Frame an epic as a testable hypothesis with target user, expected outcome, and validation method. Use when defining a major initiative before roadmap, discovery, or delivery planning.
5.6k · bundle
github
breakdown-epic-pm
Translates high-level ideas into detailed Epic-level Product Requirements Documents (PRDs) that serve as the single source of truth for engineering teams.
36.2k
github
breakdown-epic-arch
Generates a high-level technical architecture specification for an epic from a Product Requirements Document, including system diagrams, component lists, and estimates.
36.2k
github
game-engine
Build web-based games and game engines using HTML5 Canvas, WebGL, and JavaScript with frameworks like Phaser, Three.js, and Babylon.js.
36.2k · bundle
michaelschecht
ui-ux-design
Design game user interfaces and user experience flows including HUD, menus, inventory screens, accessibility, and player feedback systems. Use when designing how the player interacts with game systems visually. Also trigger for "game UI", "game UX", "HUD design", "menu design", "inventory UI", "game accessibility", or "game interface".
0
subvisual
epics
Use when delivery work needs structuring into epics — defining a new epic, refining or superseding an existing one, or decomposing a PRD's requirements into durable delivery structures that feed issue decomposition. Writes docs/product/epics/NN-<slug>.md (durable, id-stable, superseded-never-deleted), each epic tracing to the JTBD ids it serves and the PRD requirement IDs it bundles. In the A-Team pipeline this is a definition-phase output ("the Epics"). Do not use for full roadmap/portfolio planning across quarters (deliberately not ported), for delivery tickets or acceptance criteria (ticket-writer), or to create or revise jobs (jobs-to-be-done).
0 · bundle
akillness
game-vfx
Design, implement, budget, and verify readable real-time game visual effects: particles, smoke/fog, lightning, fire, trails, impacts, bloom/glow, and layered spell timelines. Use when a user needs a VFX spec, lifecycle, engine handoff, particle pooling, effect composition, reduce-motion fallback, or frame-budget diagnosis. Triggers on: game VFX, spell effects, particle system, impact burst, procedural lightning, smoke, bloom, magic aura, or VFX performance.
42 · bundle
michaelschecht
economy-design
Design in-game economies including currencies, progression systems, loot tables, monetization, and resource flow. Use when building the economic backbone of a game. Also trigger for "game economy", "loot table", "drop rates", "currency system", "progression design", "monetization strategy", or "reward system".
0
delorenj
bmad-retrospective
Post-epic review to extract lessons and assess success. Use when the user says "run a retrospective" or "lets retro the epic [epic]"
1 · bundle
michaelschecht
game-balancing
Balance game systems including difficulty curves, stat tuning, economy rates, matchmaking fairness, and player power progression. Use when tuning numbers and systems for fair, engaging gameplay. Also trigger for "game balance", "difficulty tuning", "stat balancing", "nerf", "buff", "power curve", or "difficulty curve".
0
haongo232
game-audio
Game audio principles. Sound design, music integration, adaptive audio systems.
3
jeffallan
game-developer
Build game systems, implement Unity/Unreal Engine features, and optimize game performance with ECS architecture, physics, multiplayer networking, and shader programming.
10.4k · bundle
omer-metin
vfx-realtime
Expert real-time VFX artist specializing in particle systems, shader effects, and the invisible craft that makes games feel satisfying. Masters Niagara, VFX Graph, Godot GPU particles, and understands the AAA principles that make effects read clearly at 60fps. Use when "particle system, visual effects, vfx, particles, niagara, vfx graph, flipbook, sprite sheet, explosion effect, magic effect, trail effect, beam effect, dissolve, distortion, force field, hit effect, muzzle flash, impact effect, smoke particles, fire effect, soft particles, game juice, screen shake, particle overdraw, effect optimization, vfx, particles, effects, niagara, vfx-graph, game-juice, visual-effects, shaders, flipbook, trails, beams, explosions, optimization, gpu-particles" mentioned.
128 · bundle
ichichuang
pokemon-player
Play Pokemon games autonomously via headless emulation. Starts a game server, reads structured game state from RAM, makes strategic decisions, and sends button inputs — all from the terminal.
0 · bundle
michaelschecht
audio-design
Design game audio systems including music, sound effects, ambient soundscapes, adaptive audio, and audio implementation strategy. Use when planning the sonic identity of a game. Also trigger for "game music", "sound effects", "game audio", "soundtrack", "SFX design", "ambient sound", or "adaptive music".
0
kevinpbuckley
gameplay-tags
Create, list, remove, and rename Gameplay Tags with runtime registration (GameplayTagService). Use when the user asks to add or register gameplay tags, list/query existing tags, or rename/remove tags (e.g. Ability.Attack.Melee, State.Stunned).
605 · bundle
aniruddhaadak80
pixel-art
Pixel art w/ era palettes (NES, Game Boy, PICO-8).
0 · bundle
jorcan
3d-games
Provides principles for 3D game development, covering rendering pipelines, shaders, physics, cameras, lighting, and LOD optimization.
0 · bundle
q2805187159
pokemon-player
Play Pokemon games autonomously via headless emulation. Starts a game server, reads structured game state from RAM, makes strategic decisions, and sends button inputs — all from the terminal.
3
jorcan
game-art
Guides visual style selection, asset pipeline choices, and animation workflows for game development.
0 · bundle
tinh2
balance-test
Analyzes game balance by extracting stats from code and running mathematical simulations, including DPS tier lists, TTK matrices, EHP comparisons, economy stress tests, progression pacing, and Monte Carlo RNG simulations.
13
wondelai
top-design
Create award-winning, immersive web experiences with dramatic typography, purposeful motion, scroll-based composition, and performance-optimized animation.
1.6k · bundle
michaelschecht
art-direction
Define the visual identity of a game including art style, color palettes, character design language, environment aesthetics, and asset pipelines. Use when establishing the look and feel of a game project. Also trigger for "art style", "visual style", "game aesthetics", "color palette", "character art", "pixel art", or "game graphics".
0
michaelschecht
mechanics-design
Design and document core game mechanics, systems interactions, feedback loops, and emergent behavior. Use when defining how the game plays at a systems level. Also trigger for "game mechanics", "gameplay systems", "game loop", "game rules", "combat system", "crafting system", or "progression system".
0
dangquangse
scale-game
Tests approaches at extreme scales (1000x bigger/smaller, instant/year-long) to expose fundamental truths hidden at normal scales.
19
deanpeters
user-story-splitting
Break large user stories or epics into smaller, independently deliverable stories using systematic splitting patterns.
5.6k · bundle
haongo232
pc-games
PC and console game development principles. Engine selection, platform features, optimization strategies.
3
omer-metin
game-design
Building interactive experiences that engage, challenge, and delight playersUse when "game, gamedev, game development, phaser, unity, unreal, godot, gameplay, game loop, sprites, collision, physics, player, level, tilemap, games, gamedev, interactive, gameplay, physics, engines, performance, player-experience" mentioned.
128 · bundle
neekware
epic-design
Build immersive, cinematic 2.5D interactive websites using scroll storytelling, parallax depth, text animations, and premium scroll effects — no WebGL required. Use this skill for any web design task: landing pages, product sites, hero sections, scroll animations, parallax, sticky sections, section overlaps, floating products between sections, clip-path reveals, text that flies in from sides, words that light up on scroll, curtain drops, iris opens, card stacks, bleed typography, and any site that should feel cinematic or premium. Trigger on phrases like "make it feel alive", "Apple-style animation", "sections that overlap", "product rises between sections", "immersive", "scrollytelling", or any scroll-driven visual effect. Covers 45+ techniques across 8 categories. Always inspects, judges, and plans assets before coding. Use aggressively for ANY web design task.
0 · bundle
a5c-ai
task-decomposition
Task Decomposition
1.7k · bundle
haongo232
game-art
Game art principles. Visual style selection, asset pipeline, animation workflow.
3
diegojcn
game-art
Game art principles. Visual style selection, asset pipeline, animation workflow.
1
georgeqle
game-fantasy
Use only for video game projects; define the emotional promise, player fantasy, vibe references, and hook
1 · bundle
dracounion
life-as-game-design
当需要将个人目标或生活挑战转化为结构化、可执行的游戏化系统时
11 · bundle