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everything-game-dev-code

everything-game-dev-code contains 107 collected skills from MRCalderon3D, with repository-level occupation coverage and site-owned skill detail pages.

skills collected
107
Stars
59
updated
2026-06-15
Forks
8
Occupation coverage
7 occupation categories · 100% classified
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Skills in this repository

ai-asset-generation
special-effects-artists-and-animators

Generate real game assets (images, skyboxes, 3D models, SFX, music, voice, video) from text prompts through the provider registry, with provenance and acceptance gates.

2026-06-15
placeholder-asset-pipeline
software-developers

Define creation, naming, and replacement rules for placeholder assets so the game is testable before final art exists.

2026-06-13
godot-3d-scenes
software-developers

Compose Godot 3D scenes with sound Node3D structure, cameras, physics bodies, environment ownership, and 3D performance patterns.

2026-06-12
3d-animation-pipeline
software-developers

Define authoring, export, root motion, and retargeting rules for skeletal 3D animation clips.

2026-06-12
3d-asset-pipeline
software-developers

Define export, scale, pivot, and naming rules for 3D assets so every model imports correctly without per-asset fixes.

2026-06-12
lighting-lod-pipeline
software-developers

Define lighting policy, light budgets, LOD chains, and culling rules so 3D scenes look intentional and hit frame budgets.

2026-06-12
materials-shading-pipeline
software-developers

Define material libraries, PBR texture conventions, and shader budgets so surfacing stays consistent and batchable.

2026-06-12
rigging-skinning-pipeline
software-developers

Define skeleton, skinning, and attachment conventions so rigs deform well, share animations, and stay within budgets.

2026-06-12
web-3d-rendering
software-developers

Build real-time 3D scenes for browser games — scene/camera/light setup, glTF pipeline, GPU budgets, and disposal discipline.

2026-06-12
godot-input-patterns
software-developers

Implement Godot input through InputMap actions with correct event propagation, device support, and rebinding.

2026-06-12
unreal-enhanced-input
software-developers

Implement Unreal input with Enhanced Input — Input Actions, Mapping Contexts, triggers/modifiers, and runtime remapping.

2026-06-12
game-feel-design
software-developers

Design moment-to-moment feedback — hit-stop, screen shake, tweening, and response timing — so actions feel readable and satisfying.

2026-06-12
procgen-design
software-developers

Design procedural content systems with seeds, constraints, and validation gates so generated output stays fun and shippable.

2026-06-12
web-build-release
software-developers

Configure build tooling and ship browser game builds to static hosts with repeatable release hygiene.

2026-06-10
web-canvas-rendering
software-developers

Apply canvas 2D and WebGL rendering conventions for crisp scaling, clean layering, and batched draws.

2026-06-10
web-game-architecture
software-developers

Structure the game loop, fixed-timestep simulation, state machines, and decoupled systems for a browser game.

2026-06-10
web-input-touch
software-developers

Abstract input into named actions across keyboard, mouse, touch, and gamepad, including mobile on-screen controls.

2026-06-10
web-js-ts-standards
software-developers

Write readable, maintainable JavaScript or TypeScript game code with consistent modules, typing, and tooling.

2026-06-10
web-performance
software-developers

Keep a browser game inside its frame budget through allocation discipline, pooling, and devtools-driven profiling.

2026-06-10
web-project-structure
software-developers

Organize a web game project so the entry point, modules, assets, configuration, and tests stay predictable.

2026-06-10
web-testing
software-quality-assurance-analysts-and-testers

Test browser games with fast unit tests for pure logic, headless smoke tests, and a deliberate browser matrix.

2026-06-10
2d-animation-pipeline
software-developers

Define authoring, import, and state machine rules for frame-by-frame and skeletal 2D animations.

2026-06-10
generated-raster-asset-pipeline
software-developers

Define acceptance, validation, and runtime integration rules for raster assets generated with image models before they become real project content.

2026-06-10
sprite-pipeline
software-developers

Define import, slicing, atlas packing, and naming rules for 2D sprite assets.

2026-06-10
ui-animation-pipeline
software-developers

Define transition, feedback, and state-driven animation rules for UI elements.

2026-06-10
ui-asset-pipeline
software-developers

Define import, 9-slice, atlas packing, theming, and naming rules for UI visual assets (buttons, panels, icons, bars).

2026-06-10
core-loop-design
software-developers

Define the primary player activity loop and the support loops that sustain mastery, variety, and progression.

2026-06-10
animation-state-patterns
software-developers

Structure animation state, blending, events, and sync so authored motion remains reliable under gameplay pressure.

2026-06-10
gameplay-architecture
software-developers

Define system ownership, boundaries, state flow, and extensibility for gameplay code across engines.

2026-06-10
input-abstraction
software-developers

Design input around player intent and supported device families instead of hardcoding device-specific behavior everywhere.

2026-06-10
performance-budgeting
software-developers

Set and manage frame, load, memory, streaming, or bandwidth budgets before performance debt becomes structural.

2026-06-10
ui-hud-patterns
software-developers

Structure HUD and menu implementation so UI remains understandable, maintainable, and aligned with UX goals.

2026-06-10
qa-test-matrix
software-quality-assurance-analysts-and-testers

Build a coverage matrix that shows what must be tested, on which configurations, and at what milestone confidence level.

2026-06-10
release-readiness
software-quality-assurance-analysts-and-testers

Evaluate whether a build is genuinely ready for external testing, certification, store submission, or launch.

2026-06-10
gdd-writing
software-developers

Create or update a Game Design Document that is actionable for design, engineering, QA, production, and content teams.

2026-06-10
milestone-planning
project-management-specialists

Build milestone plans that are dependency-aware, risk-aware, and tied to real delivery outcomes.

2026-06-10
technical-design-document
software-developers

Turn feature intent into a Technical Design Document that is implementable, reviewable, and testable.

2026-06-10
vertical-slice-planning
project-management-specialists

Define a vertical slice that proves gameplay, quality bars, and production viability without over-building the full game.

2026-06-10
tilemap-pipeline
software-developers

Define tileset creation, auto-tile rules, collision shapes, and tilemap configuration for 2D levels.

2026-03-31
dialogue-content-pipeline
software-developers

Manage dialogue and text content so it remains editable, implementable, localizable, and testable.

2026-03-28
Showing top 40 of 107 collected skills in this repository.