Published skills
Showing 48 of 348
team-release
Orchestrates the release team, coordinating the release manager, QA lead, DevOps engineer, and producer to execute a release from candidate to deployment.
tools-unity-physics
Unity physics patterns including character controllers, collision handling, and tunneling prevention.
tools-unity-state-machine
State machine patterns for Unity including hierarchical states, async transitions, and cleanup safety.
hotfix
Emergency fix workflow that bypasses normal sprint processes with a full audit trail. Creates hotfix branch, tracks approvals, and ensures the fix is backported correctly.
bug-report
Creates a structured bug report from a description, or analyzes code to identify potential bugs. Ensures every bug report has full reproduction steps, severity assessment, and context.
content-audit
Audits GDD-specified content counts against implemented content, identifying what's planned versus built.
launch-checklist
Complete launch readiness validation, covering every department: code, content, store, marketing, community, infrastructure, legal, and go/no-go sign-offs.
prototype
Rapid prototyping workflow. Skips normal standards to quickly validate a game concept or mechanic. Produces throwaway code and a structured prototype report.
tools-unity-physics
Unity physics patterns including character controllers, collision handling, and tunneling prevention.
unity-physics-queries
Unity physics query correctness patterns address common mistakes in Raycast, SphereCast, OverlapSphere, NonAlloc allocation, LayerMask construction, trigger interaction, hit ordering, and query type selection. It uses a WHEN/WRONG/RIGHT/GOTCHA format and is based on Unity 6.3 LTS.
playtest-report
Generates a structured playtest report template or analyzes existing playtest notes into a structured format. Use this to standardize playtest feedback collection and analysis.
tools-unity-animation
Unity animation patterns including Animancer, state machines, and performance optimization.
content-audit
Audits GDD-specified content counts against implemented content, identifying what's planned versus what's built.
art-bible
Guided, section-by-section Art Bible authoring creates the visual identity specification that gates all asset production. This process runs after /brainstorm is approved and before /map-systems or any GDD authoring begins.
asset-audit
Audits game assets for compliance with naming conventions, file size budgets, format standards, and pipeline requirements. Identifies orphaned assets, missing references, and standard violations.
code-review
Performs an architectural and quality code review on a specified file or set of files. Checks for coding standard compliance, architectural pattern adherence, SOLID principles, testability, and performance concerns.
art-bible
Guided, section-by-section Art Bible authoring creates the visual identity specification that gates all asset production. This process runs after /brainstorm is approved and before /map-systems or any GDD authoring begins.
design-review
Reviews a game design document for completeness, internal consistency, implementability, and adherence to project design standards. Run this before handing a design document to programmers.
create-stories
This skill breaks a single epic into implementable story files, reading the epic, its GDD, governing ADRs, and control manifest, with each story embedding its GDD requirement TR-ID, ADR guidance, acceptance criteria, story type, and test evidence path. Run after /create-epics for each epic.
design-system
Guided, section-by-section GDD authoring for a single game system. It gathers context from existing documents, collaboratively walks through each required section, cross-references dependencies, and writes incrementally to file.
estimate
Estimates task effort by analyzing complexity, dependencies, historical velocity, and risk factors. Produces a structured estimate with confidence levels.
security-audit
Audits games for security vulnerabilities like save tampering, cheat vectors, network exploits, and data exposure, providing a prioritized report with remediation guidance. Recommended before public release or multiplayer launch.
team-audio
Orchestrates the audio team, including audio director, sound designer, technical artist, and gameplay programmer, managing the full audio pipeline from direction to implementation.
skill-test
Validates skill files for structural compliance and behavioral correctness. It has three modes: static (linter), spec (behavioral), and audit (coverage report).
smoke-check
Execute the critical path smoke test gate before QA hand-off. This runs the automated test suite, verifies core functionality, and produces a PASS/FAIL report, ensuring the build is ready for manual QA.
sprint-plan
Generates a new sprint plan or updates an existing one based on the current milestone, completed work, and available capacity. Pulls context from production documents and design backlogs.
team-live-ops
Orchestrates the live-ops team for post-launch content planning, coordinating the live-ops-designer, economy-designer, analytics-engineer, community-manager, writer, and narrative-director to design and plan seasons, events, or live content updates.
team-release
Orchestrates the release team: coordinates the release manager, QA lead, DevOps engineer, and producer to execute a release from candidate to deployment.
localize
A comprehensive localization pipeline that scans for hardcoded strings, manages string tables, validates translations, conducts cultural/sensitivity reviews, handles VO localization, tests platform requirements, enforces string freezes, and reports coverage.
map-systems
Decompose a game concept into individual systems, map dependencies, prioritize design order, and create the systems index.
patch-notes
Generates player-facing patch notes from git history, sprint data, and internal changelogs. Translates developer language into clear, engaging player communication.
propagate-design-change
When a GDD is revised, it scans all ADRs and the traceability index to identify potentially stale architectural decisions. It then produces a change impact report and guides the user through resolution.
scope-check
Analyzes a feature or sprint for scope creep by comparing current scope against the original plan. Flags additions, quantifies bloat, and recommends cuts.
qa-plan
Generates a QA test plan for a sprint or feature. It reads GDDs and story files to classify stories by test type (Logic/Integration/Visual/UI), producing a structured plan covering automated and manual tests, smoke test scope, and playtest sign-off requirements, to be run before a sprint or major feature.
tools-unity-primetween
PrimeTween high-performance tweening library patterns for animations, UI, and sequencing.
release-checklist
Generates a comprehensive pre-release validation checklist covering build verification, certification requirements, store metadata, and launch readiness.
start
First-time onboarding asks where you are, then guides you to the right workflow, making no assumptions.
tools-unity-flowcanvas
FlowCanvas visual scripting patterns for abilities, custom nodes, and graph execution.
tools-unity-navmesh
Unity NavMesh pathfinding patterns, safety checks, and performance optimization.
tools-unity-scriptable-objects
Unity ScriptableObject patterns for data management, configuration, and runtime systems.
tools-unity-ugui
Unity UI patterns including Canvas optimization, list virtualization, and mobile-friendly UI.
tools-unity-wwise
Wwise audio middleware integration for Unity, including events, banks, RTPC, spatial audio, and callback handling.
team-narrative
Orchestrates the narrative team, coordinating narrative director, writer, world-builder, and level designer to create cohesive story content, world lore, and narrative-driven level design.
bug-report
Creates structured bug reports from descriptions or analyzes code for potential bugs, ensuring each report includes reproduction steps, severity, and context.
unity-level-design
Translates Unity level design into code, covering trigger and event architecture, encounter design, checkpoints, cinematics, environmental storytelling, and level streaming. It utilizes a DESIGN INTENT format and is based on Unity 6.3 LTS.
unity-physics
A Unity 6 physics development guide for working with Rigidbody, colliders, raycasting, triggers, collisions, joints, or physics simulation. It covers PhysX 5 (3D) and Box2D (2D) physics, FixedUpdate timing, layer masks, and contact data, based on Unity 6.3 LTS documentation.
unity-input
This Unity 6 Input System guide covers handling player input, including gamepads, keyboards, mice, touch, and XR controllers. It details the new Input System package, Input Actions, Action Maps, Control Schemes, the PlayerInput component, and input debugging, based on Unity 6.3 LTS documentation.
tools-unity-cinemachine
Unity Cinemachine camera system patterns including virtual cameras, blending, and state-driven cameras.
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