Playable Level Design
Turn player movement metrics into blockouts, encounter pacing, gated routes, and a reachable critical path.
These skills help an agent take a game idea through implementation and release. Members cover Godot, Unity, Unreal, Roblox, Defold, Ebitengine, level design, input, saves, builds, and publishing.
33 skillsTurn player movement metrics into blockouts, encounter pacing, gated routes, and a reachable critical path.
Create and review stylized Roblox R6 and R15 character animations in Blender using an agent and Blender MCP.
Write reflected C++ Actors and components, configure the Gameplay Framework, and manage module dependencies.
Generate reproducible terrain, grid dungeons, connected rooms, and weighted loot with seeded random generators.
Operate Unity Editor scenes, GameObjects, scripts, and tests through MCP tools and resources.
Compose an FPS controller, camera aim, hitscan or projectile weapons, health, enemy behavior, and combat balance.
Create or improve Go games with Ebitengine, covering the playable loop, input, rendering, audio, state, tests, and builds.
Compose reusable scenes, instantiate PackedScenes, access nodes safely, manage autoloads, and check resource paths.
Design serializable game state, save slots, crash-safe writes, schema upgrades, and throttled autosave.
76 game-development skills and an automatic router for engine-specific coding, game systems, playable genres, asset workflows, prototyping, and publishing.
Tune fixed timesteps, interpolation, mass, gravity, drag, collision masks, and continuous detection for stable motion.
Add layered feedback through trauma-based screen shake, hit-stop, eased motion, squash and stretch, knockback, and audio cues.
Build smooth 2D follow cameras and 3D orbit rigs with deadzones, look-ahead, bounds, collision handling, and shake hooks.
Write typed GDScript with the correct node lifecycle, export annotations, onready references, signals, and await.
Scope a jam entry to its deadline, schedule work, cut features, verify a clean build, and submit on time.
Build node-based conversations with choices, conditions, variables, localization hooks, and Ink or Yarn Spinner integration.
Build Lua gameplay with collections, game objects, lifecycle scripts, input, messages, factories, proxies, and Bob checks.
Inspect a living place, preserve its Explorer structure, reuse modules and remotes, then verify server and client behavior.
Choose the engine first, then the system or release step; use game design and level entries before implementation when the playable loop is still unclear.