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ukanwat
GitHub creator profile

ukanwat

Repository-level view of 20 collected skills across 1 GitHub repositories.

skills collected
20
repositories
1
updated
Aug 12, 2026
repository map

Where the skills live

Top repositories by collected skill count, with their share of this creator catalog and occupation spread.

repository explorer

Repositories and representative skills

audio-design
special-effects-artists-and-animators

Implement game audio practice — bus/mixer architecture and gain in decibels, ducking (sidechain), adaptive/dynamic music via layering and re-sequencing, SFX variation, and beat synchronization. Engine-neutral. Use when the user mentions audio mixing, audio…

Aug 12, 2026
camera-systems
special-effects-artists-and-animators

Build game cameras that feel good — 2D follow with a deadzone, look-ahead, smoothing, and level-bounds clamping; 3D third-person orbit with collision and first-person look; plus multi-target framing and a shake hook. Engine-neutral techniques that pair with…

Aug 12, 2026
dialogue-systems
special-effects-artists-and-animators

Build branching dialogue and narrative — a node/choice graph with conditions, variables, and localization hooks — and choose between authoring tools Ink and Yarn Spinner or a custom data-driven runner. Engine-neutral. Use when the user mentions dialogue…

Aug 12, 2026
game-ai
special-effects-artists-and-animators

Design NPC and enemy decision-making with finite state machines, behavior trees, steering behaviors, and A* pathfinding — engine-neutral algorithms that pair with the detected engine's navigation API. Use when building enemy AI, an FSM or behavior tree,…

Aug 12, 2026
game-feel
special-effects-artists-and-animators

Add "juice" and game feel that makes actions satisfying — screen shake, hit-stop/freeze frames, tweened/eased motion, squash & stretch, knockback, and layered audio-visual feedback — as engine-neutral techniques that pair with the detected engine's tween,…

Aug 12, 2026
game-ui-ux
special-effects-artists-and-animators

Design and build game UI/UX — HUDs, menus, and overlays — that survive every screen: anchor- based responsive layout, resolution/aspect scaling and safe areas, keyboard/gamepad focus navigation, a screen/menu state stack, and event-driven (not polled) HUD…

Aug 12, 2026
input-systems
special-effects-artists-and-animators

Architect game input — action mapping (abstracting keys into named actions), rebinding with conflict detection and persistence, multi-device support (keyboard, gamepad, touch), analog deadzones, and feel features like input buffering and coyote time, plus…

Aug 12, 2026
level-design
special-effects-artists-and-animators

Design and build playable levels — the blockout/whitebox-to-playable workflow, player metrics and grid layout, pacing and flow (tension/rest curve), gating and the critical path, and encounter design. Engine-neutral practice. Use when the user mentions level…

Aug 12, 2026
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