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rlm-gaming

rlm-gaming enthält 16 gesammelte Skills von lebobo88, mit Repository-Berufsabdeckung und Skill-Detailseiten auf SkillsMP.

gesammelte Skills
16
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2026-06-15
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5 Berufskategorien · 100% klassifiziert
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Skills in diesem Repository

game-3d-modeling-and-dcc
Architekten (außer Landschafts- und Schiffbauarchitekten)

3D modeling and DCC (Blender) pipeline standards for the Arcade crown (The Sculptor). Produces geometry execution standards — topology / edge-flow rules, retopo targets, UV / lightmap layout, PBR channel sets, LOD chains, pivot/scale/axis conventions — and the Blender/DCC commission contract that garland's blender-model / blender-rig sub-agents execute via the existing blender-mcp backend. The crown never models, retopologizes, or drives Blender inline; it writes the DCC contract and emits an ASSET_JOB (model_type:mesh|rig, provenance_required:true) to garland. Ties to the mesh-topology-budget gate and (for gen-AI assets) ai-content-provenance.

2026-06-15
game-rigging-and-animation-pipeline
Architekten (außer Landschafts- und Schiffbauarchitekten)

Production rigging, skinning, and animation pipeline standards for the Arcade crown (The Choreographer). Captures Blender/DCC industry standards — armature architecture (single root, .L/.R, roll), FK/IK + pole + FK/IK switching, LBS vs DQS skinning, automatic/heat/voxel weights with normalization (<=4 influences, sum=1), corrective shape keys, mocap retargeting, NLA action libraries, gimbal-lock QC, and cross-engine export (Unreal / Unity Humanoid / USD). The crown specs the rig/anim contract; it never rigs, skins, or produces binaries — rig/anim implementation -> engineering (pp tech-animator) via DEV_TASK, bespoke motion/mocap + Blender rig execution -> garland (blender-rig) via ASSET_JOB. Ties to the rig-quality gate; deformation-ready topology comes from The Sculptor (game-3d-modeling-and-dcc).

2026-06-15
game-studio-pipeline
Computersystem- und IT-Manager

The end-to-end RLM-Gaming production pipeline and delegation contract. Read this before orchestrating any multi-discipline game workflow. Defines the five-layer studio flow, which work the Arcade crown owns vs delegates, the exact cross-squad envelopes (PRD/DEV_TASK → engineering, CREATIVE_BRIEF/SHOT_LIST/ASSET_JOB → garland), the HITL control points, and the phase/gate map. Invoked by The Director and The Producer.

2026-06-15
game-ai-behavior
Softwareentwickler

Runtime NPC AI DESIGN for the Arcade crown (The Puppeteer). This is the design side of in-game enemy/NPC behavior — pattern selection (FSM/BT/GOAP/Utility/HTN/EQS/ML-Agents), blackboard key design, perception modules, and NavMesh strategy — NOT generative AI and NOT runtime code. Read before authoring any AI tuning targets in an encounter_design_doc or before emitting a DEV_TASK for AI work. The crown specs; pp game-ai-programmer implements.

2026-06-15
game-art-and-audio-direction
Spezialeffektkünstler und Animatoren

Art and audio DIRECTION for the Arcade crown (The Artisan + The Conductor). Produces the style bible, reference boards, LOD/poly/texture/material budgets, and the audio mix-tier sheet, sonic palette, and Wwise/FMOD event map — then COMMISSIONS the actual binaries from garland via CREATIVE_BRIEF/ASSET_JOB/SHOT_LIST with provenance_required:true. The crown never generates images, audio, or 3D inline. Ties to the ai-content-provenance rubric (garland C2PA-signs every gen-AI asset).

2026-06-15
game-cert-and-compliance
Compliance-Beauftragter

The Arbiter's age-rating and platform-certification skill for the Arcade crown. Read this before producing any content-disclosure inventory, IARC answer map, target-rating feasibility study, per-platform TRC/cert checklist, regional-edit plan, or cert-submission package. Covers ESRB/PEGI/IARC/CERO/USK/ClassInd ratings, platform cert (PlayStation TRC, Xbox XR/XGSP, Nintendo Lotcheck, Steamworks + Deck-Verified, Apple/Google review), and CVAA accessibility law. Produces disclosure/feasibility/checklists only — code fixes go to engineering (game-cert-team), assets to garland. Escalates IP/law questions to legal-compliance (Senate/curia) via HANDOFF.

2026-06-15
game-economy-and-monetization
Softwareentwickler

Economy-designer skill for producing economy simulations and monetization specs — currencies, source/sink/leak tables, gacha/loot math with pity timers and published odds, Monte-Carlo balancing, progression curves, retention/LTV/ARPDAU KPIs, store A/B plans, and a per-region jurisdiction table. Read this before designing any monetized or live-service economy. Invoked by The Economist and The Arbiter; feeds the loot-box-jurisdiction gate. Complements the engineering-side game-design economy-spreadsheet template in pair-programmer by adding Monte-Carlo balancing, the full jurisdiction matrix, and KPI dashboards.

2026-06-15
game-engine-targets
Softwareentwickler

THE deep cross-engine reference for the Arcade crown. Read this before any engine-selection decision or per-engine tech-design checklist. Covers conventions, asset/data patterns, runtime AI, netcode, perf tooling, and build/cert path for Unity, Unreal Engine 5, Godot, Web (Babylon.js/Three.js/Phaser/PlayCanvas), Spring/Recoil RTS, and custom engines — plus when to pick which. Owned by The Forgemaster; maps to the pair-programmer game-dev-unity/unreal/godot/web/custom profiles. Produces selection matrices and tech-design checklists only — implementation is a DEV_TASK to engineering. Always pins perf claims to the game-perf-budget rubric tiers.

2026-06-15
game-liveops-and-telemetry
Softwareentwickler

The Custodian's live-ops and telemetry design skill for the Arcade crown. Read this before authoring any season plan, event cadence, content-drop schedule, store-page A/B test, hotfix runbook, or telemetry/retention spec for a live-service or F2P title. Produces design + plans + gates only — never the analytics code (→ engineering via PRD/DEV_TASK) and never the marketing creative (→ garland via CREATIVE_BRIEF/ASSET_JOB). Consumes Xenia VoC, feeds the live economy work to loot-box-jurisdiction, and routes every PII-bearing telemetry field through The Sentinel's game.pii_telemetry venom.

2026-06-15
game-narrative-design
Softwareentwickler

Narrative-director skill for producing world bibles, branching narrative as quest GRAPHS / state machines, dialogue trees, character arcs, themes, localization budgets per locale, and content/cultural-safety hooks. Read this before designing any story, quest, or dialogue system. Invoked by The Loremaster. Complements the engineering-side game-design narrative-bible template in pair-programmer by modeling branching as testable state machines and routing cultural-safety review to The Arbiter rather than treating narrative as prose.

2026-06-15
game-netcode-and-multiplayer
Softwareentwickler

Netcode and multiplayer DESIGN for the Arcade crown (The Netweaver). Selects the network model (rollback / lockstep / client-prediction+server-reconciliation / snapshot-interpolation), draws server-authority boundaries, plans lag compensation, interest management, and host migration, and specifies determinism for RTS lockstep. Produces a netcode_model spec — never engine code (that ships as a DEV_TASK to engineering game-netcode-team). Ties to the server-authority-fairplay rubric and The Sentinel venom gate. Read before any online: true feature.

2026-06-15
game-qa-and-balance
Softwareentwickler

QA strategy and balance DESIGN for the Arcade crown (The Warden + The Playtester). Produces test plans from specs, bot-playthrough script specs, balance Monte-Carlo setups with synthetic players, regression gates, telemetry taxonomies, and the accessibility floor (GAG/XAG/APX/CVAA). Designs the strategy + acceptance — the actual test code is delegated to engineering (pp test-strategist / game-* teams). Ties to game-accessibility-guidelines and game-perf-budget rubrics.

2026-06-15
game-security-and-anticheat
Softwareentwickler

The Sentinel's fair-play security DESIGN skill for the Arcade crown. Read this before producing any server-authority matrix, game threat model, anti-cheat plan, secure-RNG spec, or report/ban pipeline for an online or competitive title. Covers server-authority boundaries, input validation, anti-cheat integration (EAC/BattlEye/VAC/Ricochet + server heuristics), game exploit threat models, server-seeded RNG, rate-limiting, secrets/build integrity, and PII/COPPA/GDPR-K telemetry. Maps to the cerberus.yaml venoms and the server-authority-fairplay rubric. Distinct from web-AppSec. Produces design + gates only — implementation is a DEV_TASK to engineering (game-security / game-cert-team).

2026-06-15
game-systems-design
Softwareentwickler

Systems-designer skill for producing mechanics and systems specs at studio altitude — verbs, inputs/outputs, feedback, failure-states, counter-play, teaching scenarios, difficulty scaling, systemic interactions, combat math, status-effect stacking, the economy of attention, emergence, and exploit-resistance. Read this before designing any mechanic or system. Invoked by The Systemsmith and The Duelist. Complements the engineering-side game-design mechanic-spec template in pair-programmer by adding the systems-interaction and combat-math layers studios use to find emergence and exploits before they ship.

2026-06-15
game-vision-and-pillars
Softwareentwickler

Director-altitude skill for producing a game's vision artifacts — the one-pager, the testable pillar set, and the greenlight memo — at studio-leadership altitude. Read this before any greenlight, scope arbitration, or vision-lock. Owns the hook, the singular audience, the comp set, the USP, 3-5 falsifiable pillars, named anti-pillars, kill-criteria, and the target launch quarter. Invoked by The Director; feeds the game-design-pillars-testable gate. Complements (does not duplicate) the engineering-side game-design skill in pair-programmer, which authors the GDD body.

2026-06-15
level-and-world-design
Softwareentwickler

Level-design-director skill for producing level and world specs at studio altitude — pacing diagrams annotated with the verb, critical-vs-optional paths with jump/traversal margins, encounter maps, PCG + LLM generation pipelines with constraint solving, navigation graphs, and streaming/occlusion/perf-aware layout in ENGINE UNITS. Read this before designing any level, world, or generation pipeline. Invoked by The Cartographer and The Duelist. Complements the engineering-side game-design level-greybox template in pair-programmer by adding per-genre pacing, PCG constraint specs, and streaming-budget awareness.

2026-06-15