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GitHub-Creator-Profil

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Repository-Ansicht von 18 gesammelten Skills in 5 GitHub-Repositories.

gesammelte Skills
18
Repositories
5
aktualisiert
15. Juli 2026
Repository-Explorer

Repositories und repräsentative Skills

deadwater-game-director
Softwareentwickler

Direct broad development of the DEADWATER Three.js game and its PS2-style engine. Use for complete features, major upgrades, gameplay-plus-art work, visual polish, release preparation, or requests spanning multiple game systems. Route work through the…

15. Juli 2026
deadwater-visual-scout
Softwarequalitätssicherungsanalysten und -tester

Create and verify repeatable fixed-camera visual coverage for DEADWATER. Use when an agent needs named contact-sheet shots, visual reconnaissance of a scene area, before-and-after composition references, coverage of models or level layout, or changes to…

15. Juli 2026
deadwater-audio-generator
Softwareentwickler

Use when sourcing, synthesizing, editing, integrating, or verifying DEADWATER sound effects, footsteps, interactions, ambience, spatial cues, and Web Audio behavior.

15. Juli 2026
asset-search
Softwareentwickler

Find and license-check 3D props, tileable textures, and photo textures for DEADWATER. Use for asset discovery; route model preparation, registration, placement, collision, and verification through deadwater-3d-asset-pipeline.

15. Juli 2026
deadwater-3d-asset-pipeline
Softwareentwickler

Use when finding, licensing, downloading, converting, inspecting, preparing, registering, placing, animating, or debugging 3D models and colliders for DEADWATER.

15. Juli 2026
deadwater-debug-profiler
Softwareentwickler

Use when diagnosing or profiling DEADWATER's R3F frames, PS2Pipeline passes, shaders, raw-color output, scene.json and editor state, GLTF or FBX models, Rapier bodies, pointer lock, audio unlock, hooks, or production performance.

15. Juli 2026
deadwater-game-ui-designer
Web- und digitale Schnittstellendesigner

Use when designing or changing DEADWATER's 4:3 game HUD, CLOCK IN menu, pointer-lock overlays, prompts, hotbar, non-playable mobile preview, or the Unity-style in-browser scene and prefab editor.

15. Juli 2026
deadwater-gameplay-systems
Softwareentwickler

Use when building or changing DEADWATER gameplay, scene components, first-person controls, interactions, inventory, carrying, Rapier bodies, deterministic actors, audio hooks, level flow, or the game/editor runtime boundary.

15. Juli 2026
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