kyh
- 54 skills
- 0 followers
- 6 hours ago last updated
- ▌ Cover Video · kyhRecord a cover video for a content component, verify it looks right, upload it to Vercel Blob, and wire it into meta.json. Use when asked to generate/update a component's cover, preview video, or gallery thumbnail.
- ▌ Build Content · kyh bundleFull lifecycle for a new uicapsule content component: take an idea (or pitch ideas if none given), scaffold it, build the component, record a screen capture of it running locally, and open a PR with the recording embedded in the description. Use whenever the user pitches a component idea, says "build X and PR it", "add a <thing> component", describes a UI interaction/effect they want added to the gallery, or invokes /build-content with no arguments at all. Not for editing existing content components (unless re-recording their PR preview) and not for gallery covers (use cover-video).
- ▌ Build Requests · kyhDrain the queue of accepted component requests: every open GitHub issue labelled `ready` becomes a built, recorded, covered component with a PR that closes the issue. Use when asked to "build the ready requests", "run the request queue", "process component requests", or when invoked as /build-requests on a schedule. Not for building an ad-hoc idea (use build-content) or a single cover (cover-video).
- ▌ Inteligir HTML · kyhSelf-contained HTML blocks in inteligir notes — when interaction earns one, the runtime limits, and the sandbox contract.
- ▌ Inteligir Links · kyhWiki links, heading anchors, aliases, id-resolved links, external links, embeds, and vault media in inteligir notes.
- ▌ Inteligir Notes · kyhThe persisted note syntax for inteligir vaults. Read this before creating or editing any note, choosing a block, or writing a construct the editor must round-trip.
- ▌ Inteligir Canvas · kyhCanvas blocks in inteligir notes — when a spatial sketch is the right answer, and the exact grid payload.
- ▌ Inteligir Writing · kyhHow an inteligir note should read — leading with the answer, choosing structure that fits the information, and knowing when to stop.
- ▌ Inteligir Comments · kyhAnchored comments in inteligir notes — body markers, the note's comment store, replies, resolution, and attribution.
- ▌ Inteligir Formulas · kyhFormula pills and named variables in inteligir notes — the persisted grammar, identity, bound references, and metadata.
- ▌ Inteligir Frontmatter · kyhYAML frontmatter in inteligir notes — the only property store, what belongs there, and what must never be invented.
- ▌ Push · kyhCommit and push changes. If on main, pushes directly. If on a branch, pushes and creates a PR. Use when you want to commit and ship changes.
- ▌ Architect · kyhSenior engineering advisor for code reviews, architecture decisions, complex debugging, and planning.
- ▌ Librarian · kyh bundleMulti-repository codebase exploration. Research library internals, find code patterns, understand architecture, compare implementations across GitHub/npm/PyPI/crates. Use when needing deep understanding of how libraries work, finding implementations across open source, or exploring remote repository structure.
- ▌ Update All · kyhUpdate all packages to latest across all projects defined in ~/.zshrc pupa(). Handles breaking changes, fixes build failures, and commits per project. Smarter version of the pupa() shell function. Use when you want to bulk-update dependencies.
- ▌ Pr Lifecycle · kyhMonitor a PR for bot review comments (Claude, Cursor, Copilot, etc.), address all feedback, push fixes, and repeat until clean. Use when you want to babysit a PR through automated review cycles. Accepts optional PR number or URL as argument.
- ▌ Sync Conventions · kyhAudit and fix convention drift across all projects defined in ~/.zshrc pupa(). Checks tooling choice (oxlint/oxfmt vs eslint/prettier), oxlint type-safety rules, script consistency, tsconfig, stale config references, database tooling (drizzle push scripts + .env.production.local convention, no stale migration dirs), secret hygiene (no tracked .env), and shared-UI/config drift (ui source glob, typed next.config). Package versions are out of scope — use update-all for those. Use when you want to ensure all projects follow the same patterns.
- ▌ Simplify Lifecycle · kyhFull architecture sweep that finds and fixes simplification opportunities in a loop until convergence. Analyzes the entire app structure, removes dead code, flattens unnecessary abstractions, consolidates duplicates, and simplifies over-engineered patterns. Loops until there's nothing left to improve. Use when you want to thoroughly clean up and simplify a codebase.
- ▌ Release · kyhBump, build, publish, tag, and changelog vibedgames npm packages — `vibedgames` (CLI), `@vibedgames/multiplayer`, and/or `@vibedgames/gamepad`. Skips packages with no changes since last release. Use when the user wants to ship a new version. Args optional: package(s) and bump type, e.g. "release multiplayer patch", "release gamepad patch", "release cli minor", "release all patch".
- ▌ Fork · kyhFork a deployed vibedgames game's source to build on it, or make your own deploy forkable.
- ▌ Vfx · kyhBuild real-time 2D effects in-engine — explosions, hit sparks, trails, smoke, pickups, shockwaves, weather — with particle recipes, readability rules and mobile budgets.
- ▌ Deploy · kyhDeploy a static browser game (Vite, Phaser, Three.js, plain HTML) to vibedgames with `vg deploy`.
- ▌ Playtest · kyh bundleDrive a real browser against a game with `vg playtest`: smoke checks, scripted bot playtests, softlock detection, screenshots and visual diffs, on localhost or a deployed URL.
- ▌ Ask Me · kyhInterview the user about a fuzzy game idea, one question at a time, until it is build-ready. Skip when they already know what to build.
- ▌ Generate · kyh bundleRun the `vg generate` CLI: search models, inspect schemas and pricing, run endpoints, upload inputs, track async jobs. The base every media skill here builds on.
- ▌ Game UI · kyhDesign in-game interfaces: HUD zoning and hierarchy, meters and numerals, menu and overlay states, touch targets and safe areas, for Phaser, Three.js or DOM.
- ▌ Pixel Art · kyh bundleGenerate 2D pixel art assets with `vg generate`: characters, still sprites, backgrounds and parallax layers, background removal, and effect sprites derived from generated video.
- ▌ Teach Me · kyh bundleTeach the user to build browser games themselves across sessions, by building real games together. Not for building a game for them.
- ▌ Phaser · kyh bundleBuild 2D browser games with Phaser 4: scenes, sprites, Arcade/Matter physics, tilemaps, WebGL filters and GPU layers, and Phaser 3 to 4 migration.
- ▌ Animation · kyhMake 2D sprite animation read well: frame budgets per clip, timing and spacing, cancel windows, smears, secondary motion, wiring clips in Phaser. Generating frames is pixel-art / animated-spritesheets.
- ▌ Finish It · kyhGet a stalled or sprawling game project to ship: diagnose the death loop, cut to the core, set a binary finish line.
- ▌ Game Feel · kyhTune how a game feels — input forgiveness, movement curves, hit stop, screen shake, squash and stretch, camera and audio feel — with concrete numbers.
- ▌ Threejs · kyh bundleBuild and debug 3D browser apps and games with Three.js or React Three Fiber: scene, materials, lighting, GLTF, physics, character controllers, cameras, post-processing, performance.
- ▌ Onboarding · kyhDesign a game's first minute: invisible tutorials, difficulty curves, failure and retry loops, assist modes. Use when players quit early or don't get it.
- ▌ Gamepad · kyh bundleAdd touch controls (virtual joystick, d-pad, buttons) and physical gamepad support to a browser game with @vibedgames/gamepad.
- ▌ Storytelling · kyh bundleBuild multi-shot narrative image, video and audio sequences with `vg generate`: storyboards, shot lists, first-to-last-frame chains, continuity.
- ▌ Skill Creator · kyh bundleCreate or revise a skill in this repo: short trigger-precise descriptions, a router-style SKILL.md over references and scripts, quality checks.
- ▌ Model Catalog · kyh bundlePick a `vg generate` endpoint for a task, and the default endpoint IDs the media skills use when none is named.
- ▌ Regenerate 3d · kyhBuild a 3D character-selector scene entirely from `vg generate` output: stylised characters, rigged GLBs, companions, floor textures, looped video backgrounds, palette swaps.
- ▌ Aseprite · kyh bundleParse Aseprite files (.ase/.aseprite) — layers, cels, tags, slices, palettes, tilesets — into JSON, durations and bounds for engines and tools.
- ▌ Game Balance · kyhDesign and tune game systems and economies: core loops, sources and sinks, cost and power curves, loot tables, progression, dominant-strategy and soft-lock audits.
- ▌ Level Design · kyhDesign levels, waves, arenas and difficulty progression: structure, pacing, teaching through geometry, guiding the eye, wave grammar for endless games.
- ▌ Cinematography · kyh bundleWrite cinematic image and video prompts for `vg generate`: shot language, camera movement, lighting, lenses, colour grade, blocking.
- ▌ Media Workflow · kyh bundleChain several `vg generate` steps into one production — ads, product shots, restorations, talking heads, try-ons, scored or subtitled video — when no single endpoint does the job.
- ▌ Design Lenses · kyhCritique a game's design through Schell's lenses, MDA and systems thinking, ranking findings by severity with fixes. Design-level review, not bugs or feel tuning.
- ▌ Game Playbook · kyhBuild a browser game end to end from a one-line idea, plus the craft checklist that separates a tech demo from something fun.
- ▌ Model Prompting · kyh bundlePrompt a specific model family well (Kling, GPT Image, Seedance…) once the endpoint is chosen, or when its outputs keep coming back generic.
- ▌ Multiplayer · kyh bundleAdd online multiplayer — shared state, per-player state, events, host authority — to a browser game with @vibedgames/multiplayer.
- ▌ Character Design · kyh bundleCreate consistent characters with `vg generate`: reference and expression sheets, outfit variants, identity-preserving edits, character-to-video.
- ▌ Capacitor IOS · kyh bundleShip a Three.js + Vite app on Capacitor iOS: GLTF loading, animation UI, OrbitControls touch mapping, Swift Package Manager, iOS sync and run troubleshooting.
- ▌ Pixel Snapper · kyh bundleRecover the true low-resolution pixel grid from upscaled or AI-generated fake pixel art PNGs; palette-quantize and slice known-layout sheets.
- ▌ Asset Pipeline · kyh bundleAudit 2D game art on disk: validate an asset manifest against PNGs, probe sprite sheets and tilesets for occupied frames, report sizes, fix sprite baselines.
- ▌ Image To Threejs · kyh bundleTurn a reference image into a rigged, procedural Three.js prop as TypeScript code (hinges, sockets, colliders) for props that must animate or come apart. Needs uv + Python 3.12.
- ▌ Animated Spritesheets · kyh bundleGenerate a character's animation frames (idle, run, attack, death…) as one labeled pose board, then slice, key and pack them into an engine-ready spritesheet.