fcsouza
- 36 skills
- 0 followers
- 6 hours ago last updated
- ▌ Infrastructure CI CD Game · fcsouza bundleUse when setting up CI/CD pipelines, GitHub Actions workflows, deployment automation, migration safety, or staging environments for game projects. Triggers: CI/CD, GitHub Actions, deployment, pipeline, staging.
- ▌ Design UI UX Game · fcsouza bundleUse when designing game UI — HUD patterns, menu systems, onboarding flows, feedback loops, accessibility features, or notification systems. Triggers: HUD, menu, onboarding, accessibility, UI, UX, game interface.
- ▌ Design Level Design · fcsouza bundleUse when designing game levels, environments, difficulty curves, pacing, encounter placement, or spatial layouts for any game genre. Triggers: level, pacing, difficulty curve, encounter, environment, spatial design.
- ▌ Nuvemshop Sdk · fcsouza bundlePrepare, audit, implement, homologate, and publish Nuvemshop/Tiendanube apps. Use when the user needs help with Nuvemshop Partner Portal app creation, public App Store publication, private client distribution, OAuth, scopes, webhooks, API usage, NubeSDK migration or development, Nexo embedded admin apps, Nimbus/design requirements, homologation artifacts, demo videos, FAQ/support docs, billing/publication data, app descriptions, or approval checklists.
- ▌ Narrative Worldbuilding · fcsouza bundleUse when creating game worlds, lore, factions, geography, timelines, or establishing world consistency rules. Genre-agnostic — works for fantasy, sci-fi, modern, or abstract settings. Triggers: lore, factions, geography, world bible, world creation.
- ▌ Design Procedural Gen · fcsouza bundleUse when implementing procedural content generation, dungeon or map generation, procedural loot tables, world seeds, noise-based terrain, NPC behavior variation, or wave function collapse. Triggers: procedural, dungeon gen, map gen, loot table, world seed, noise, BSP, wave function collapse, randomization.
- ▌ Engineering Game State Sync · fcsouza bundleUse when implementing client-server state synchronization, delta compression, optimistic updates, rollback netcode, or real-time game state reconciliation. Triggers: state sync, netcode, delta, rollback, interpolation, prediction.
- ▌ Claude Agent Sdk · fcsouza bundleBuild production AI agents with the Claude Agent SDK (TypeScript: @anthropic-ai/claude-agent-sdk, Python: claude-agent-sdk). Use this skill whenever: building programmatic agents with Claude, using query() or ClaudeSDKClient, configuring hooks/subagents/MCP servers/custom tools, setting up permissions or sessions, deploying agents to Docker/CI/CD/cloud, importing @anthropic-ai/claude-agent-sdk or claude-agent-sdk, mentioning 'agent sdk' or 'claude sdk' in a coding context, building autonomous agents that read files/run commands/edit code, or any task involving programmatic Claude Code integration. Even if the user just says 'build an agent' or 'automate with Claude' — use this skill.
- ▌ React Animations · fcsouza bundleUse when implementing animations, transitions, or motion effects in React apps. Invoke this skill whenever someone asks about animation, transition, motion, framer motion, react spring, GSAP, entrance/exit effects, scroll animation, parallax, gesture, drag, card flip, screen shake, health bar, damage numbers, loading states, page transitions, hover effects, or any element that should move, fade, scale, or respond to interaction — even if they don't use the word "animation".
- ▌ Engineering Bullmq Game Queues · fcsouza bundleUse when implementing job queues, matchmaking systems, async game events, delayed jobs, or scheduled tasks with BullMQ. Triggers: queue, matchmaking, async events, jobs, workers, scheduling.
- ▌ Engineering Gameplay Analytics · fcsouza bundleUse when tracking player events, implementing retention analytics, building engagement funnels, measuring D1/D7/D30 retention, or setting up gameplay telemetry. Triggers: analytics, telemetry, events, retention, D1 D7 D30, funnel, engagement, session tracking, player behavior.
- ▌ Engineering Matchmaking System · fcsouza bundleUse when implementing player matchmaking, skill-based match selection, lobby systems, queue management, or rank-based grouping. Triggers: matchmaking, lobby, queue, ELO, skill-based, rank, match players, pairing, bracket.
- ▌ Design Game Economy Design · fcsouza bundleUse when designing virtual economies, currencies, sink/faucet balance, loot tables, crafting systems, shops, or inflation control. Triggers: economy, currency, sinks, loot, inflation, crafting, shop.
- ▌ Infrastructure Monitoring Game Ops · fcsouza bundleUse when implementing game monitoring, structured logging, player telemetry, alerting rules, or performance budgets. Triggers: monitoring, logging, telemetry, alerts, observability, metrics.
- ▌ Engineering Redis Game Patterns · fcsouza bundleUse when implementing Redis patterns for games — caching, leaderboards, pub/sub messaging, session storage, rate limiting, or ephemeral game state. Triggers: Redis, cache, leaderboard, pub/sub, rate limit, session.
- ▌ Engineering Postgres Game Schema · fcsouza bundleUse when designing game database schemas, player data models, inventory systems, or working with Drizzle ORM and PostgreSQL for games. Triggers: database, schema, Drizzle, players, inventory, leaderboards, game data.
- ▌ Design Quest Mission Design · fcsouza bundleUse when designing quests, missions, objectives, quest trees, or reward structures. Requires quest-narrative-coherence check before any quest creation. Triggers: quest, mission, objectives, quest tree, rewards.
- ▌ Narrative Story Structure Game · fcsouza bundleUse when designing interactive narratives, branching storylines, player agency systems, non-linear story structures, or act frameworks for games. Triggers: branching narrative, player agency, story arc, interactive story, dialogue.
- ▌ Engineering Stripe Game Payments · fcsouza bundleUse when implementing game payments, in-app purchases, subscriptions, Stripe webhooks, or monetization flows. Triggers: payments, IAP, subscription, Stripe, checkout, webhooks, monetization.
- ▌ Engineering Betterauth Integration · fcsouza bundleUse when implementing authentication, login flows, OAuth, JWT sessions, or role-based access control (RBAC) for games with BetterAuth. Triggers: auth, login, OAuth, JWT, roles, permissions, RBAC.
- ▌ Engineering Elevenlabs Sound Music · fcsouza bundleUse when adding audio to a game — SFX generation, adaptive music, voice acting, and audio state machine integration. Covers BOTH ElevenLabs API AND Vertex AI Lyria as user-choosable alternatives for game audio production.
- ▌ Foundry Vtt Module Dev · fcsouza bundleCovers building, extending, debugging, and maintaining Foundry VTT modules for v14+. This skill applies when scaffolding a new module, writing custom Actor/Item types with TypeDataModel, building ApplicationV2 sheets, dialogs, or detached windows, registering hooks or settings, implementing socket communication, extending the canvas with PIXI.js, working with Scene Levels or Regions, managing compendium packs, using ActiveEffect V2 changes, setting up TypeScript with fvtt-types, configuring Vite/Rollup builds, localizing strings, or migrating modules from v13 to v14. Triggers on: "Foundry module", "FVTT", "FoundryVTT", "foundryvtt module", "ApplicationV2", "TypeDataModel", "actor sheet", "module.json", "fvtt-types", "libWrapper", "socketlib", "Scene Levels", "Regions", "ActiveEffect V2", "messageMode", "detached windows", or any task involving Foundry VTT module development.
- ▌ Foundry Vtt System Dev · fcsouza bundleCovers building, extending, and maintaining Foundry VTT game systems for v14+. This skill applies when scaffolding a new system, declaring Actor/Item types with documentTypes + TypeDataModel, customizing dice mechanics, implementing combat & initiative, building character sheets, handling system data migration, registering Active Effect V2 change types or subtypes, or migrating a v13 system (template.json, rollMode, MeasuredTemplate) to v14. Triggers on: "Foundry system", "FVTT system", "system.json", "template.json", "foundryvtt system", "Actor subclass", "Item subclass", "custom dice", "DiceTerm", "system development", "game system", "RPG system", "statusEffects", "hotbarDrop", "custom enricher", "JournalEntryPage", "TokenDocument", "ActiveEffect V2", "changeTypes", "messageMode", "Scene Levels", "Regions templates", or any task involving Foundry VTT system development.
- ▌ Design Skill Progression Trees · fcsouza bundleUse when designing or implementing skill trees, talent trees, ability progression systems, or unlock graphs. Triggers: skill tree, talent tree, ability tree, progression system, unlock, prestige, node, skill points.
- ▌ Design Game Design Fundamentals · fcsouza bundleUse when designing core game loops, feedback systems, player motivation models, MDA framework analysis, progression curves, difficulty tuning, reward schedules, or any genre-agnostic game design theory.
- ▌ Infrastructure Claude Code Game Workflow · fcsouza bundleUse when starting a game project, choosing which skill to read, or navigating the game-dev skill ecosystem. Entry point for AI agents working on game development. Triggers: workflow, which skill, how to start, game project setup.
- ▌ Narrative Quest Narrative Coherence · fcsouza bundleUse when creating any quest, mission, or story content — enforces the 5-step narrative coherence check: lore validation, conflict detection, quest registry, and contradiction prevention. Triggers: coherence check, lore validation, quest registry, narrative consistency.
- ▌ Narrative Character Design Narrative · fcsouza bundleUse when creating game characters, NPCs, character arcs, dialogue systems, archetypes, or character bibles. Triggers: character, NPC, dialogue, archetype, character bible, motivation arc.
- ▌ Database Performance Tuning · fcsouza bundleDiagnose and fix slow databases the way a DBA does — measure first, read the plan, then change one thing. Use this skill whenever a query, endpoint, job or report is slow, times out, or got slower after a deploy; whenever someone asks about indexes (missing, unused, duplicate, composite order, partial, covering, GIN/BRIN), EXPLAIN or query plans, seq scans, N+1 queries, slow pagination, table or index bloat, autovacuum, VACUUM, ANALYZE, stale statistics, connection or lock pileups, high CPU/IO on the database, partitioning, or a migration that locked a table. Also trigger on Portuguese phrasings: 'query lenta', 'consulta lenta', 'banco lento', 'timeout no banco', 'falta índice', 'criar índice', 'travou a tabela', 'lock', 'vacuum', 'plano de execução'. Postgres is the core; MySQL/InnoDB is covered in references/mysql.md. Use it even when the user just says 'this page is slow' and the data comes from a database — the first job of this skill is to find out whether the database is actually the problem.
- ▌ Game Lore · fcsouzaAdds or updates a single world lore entry (faction, location, NPC, or event) — validates against existing lore for consistency, applies the right template, and updates docs/world-lore.md. Extract the entry type (faction/location/npc/event) and name from the user's message.
- ▌ Game Build · fcsouzaBuilds a game component from the MVP plan — production TypeScript + Vitest tests + mock dependencies + build registry tracking. Extract the component name from the user's message (or "status" to check progress). Requires docs/mvp-first-draft.md — run game-architect first.
- ▌ Game Quest · fcsouzaDesigns a single quest end-to-end — coherence check, objective tree, quest brief, and registry entry. Extract the quest name from the user's message. Requires docs/world-lore.md and docs/quest-registry.md.
- ▌ Game Expand · fcsouzaAdds a new feature to an existing MVP plan — scoped architect interview, scope validation against original plan, and integration into the build sequence. Extract the feature name or description from the user's message. Requires docs/mvp-first-draft.md — run game-architect first.
- ▌ Game Review · fcsouzaAudits existing game code against design principles — checks server-authority, schema conventions, auth security, payment safety, narrative coherence, and MVP scope drift. Extract the optional component name or path from the user's message (defaults to entire src/). Use after building components or before committing.
- ▌ Game Balance · fcsouzaAnalyzes a game system against design principles — economy health metrics, difficulty curve, reward schedules, and progression cost curves. Flags imbalances with severity levels. Use after creating an MVP plan with game-architect. Extract the analysis scope (economy/difficulty/progression/rewards/all) from the user's message.
- ▌ Game Architect · fcsouzaComprehensive game MVP interviewer and planner. Interviews you in progressive groups, researches genre conventions and reference games, then produces an actionable MVP First Draft with starter project files. Use when starting a new game project from scratch.