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2d-games
2D game development principles. Sprites, tilemaps, physics, camera.
Install with Codex or Claude Copy this prompt, paste it into Codex, Claude, or another assistant, and let it review the skill page and install it for you.
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2D game development principles. Sprites, tilemaps, physics, camera.
Install with Codex or Claude Copy this prompt, paste it into Codex, Claude, or another assistant, and let it review the skill page and install it for you.
Based on SOC occupation classification
Arquitecto de Soluciones Principal y Consultor Tecnológico de Andru.ia. Diagnostica y traza la hoja de ruta óptima para proyectos de IA en español.
Security audit, hardening, threat modeling (STRIDE/PASTA), Red/Blue Team, OWASP checks, code review, incident response, and infrastructure security for any project.
Ingeniero de Sistemas de Andru.ia. Diseña, redacta y despliega nuevas habilidades (skills) dentro del repositorio siguiendo el Estándar de Diamante.
Estratega de Inteligencia de Dominio de Andru.ia. Analiza el nicho específico de un proyecto para inyectar conocimientos, regulaciones y estándares únicos del sector. Actívalo tras definir el nicho.
3D game development principles. Rendering, shaders, physics, cameras.
Expert in building 3D experiences for the web - Three.js, React Three Fiber, Spline, WebGL, and interactive 3D scenes. Covers product configurators, 3D portfolios, immersive websites, and bringing depth to web experiences. Use when: 3D website, three.js, WebGL, react three fiber, 3D experience.
| name | 2d-games |
| description | 2D game development principles. Sprites, tilemaps, physics, camera. |
| allowed-tools | Read, Write, Edit, Glob, Grep |
| catalogSource | luokai |
| catalogId | luokai-2d-games |
Principles for 2D game systems.
| Component | Purpose |
|---|---|
| Atlas | Combine textures, reduce draw calls |
| Animation | Frame sequences |
| Pivot | Rotation/scale origin |
| Layering | Z-order control |
| Factor | Recommendation |
|---|---|
| Size | 16x16, 32x32, 64x64 |
| Auto-tiling | Use for terrain |
| Collision | Simplified shapes |
| Layer | Content |
|---|---|
| Background | Non-interactive scenery |
| Terrain | Walkable ground |
| Props | Interactive objects |
| Foreground | Parallax overlay |
| Shape | Use Case |
|---|---|
| Box | Rectangular objects |
| Circle | Balls, rounded |
| Capsule | Characters |
| Polygon | Complex shapes |
| Type | Use |
|---|---|
| Follow | Track player |
| Look-ahead | Anticipate movement |
| Multi-target | Two-player |
| Room-based | Metroidvania |
| ❌ Don't | ✅ Do |
|---|---|
| Separate textures | Use atlases |
| Complex collision shapes | Simplified collision |
| Jittery camera | Smooth following |
| Pixel-perfect on physics | Choose one approach |
Remember: 2D is about clarity. Every pixel should communicate.