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ukanwat
GitHub-Creator-Profil

ukanwat

Repository-Ansicht von 20 gesammelten Skills in 1 GitHub-Repositories.

gesammelte Skills
20
Repositories
1
aktualisiert
12. Aug. 2026
Repository-Karte

Wo die Skills liegen

Top-Repositories nach gesammelter Skill-Anzahl, mit ihrem Anteil an diesem Creator-Katalog und ihrer Berufsverteilung.

Repository-Explorer

Repositories und repräsentative Skills

audio-design
Spezialeffektkünstler und Animatoren

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…

12. Aug. 2026
camera-systems
Spezialeffektkünstler und Animatoren

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…

12. Aug. 2026
dialogue-systems
Spezialeffektkünstler und Animatoren

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…

12. Aug. 2026
game-ai
Spezialeffektkünstler und Animatoren

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,…

12. Aug. 2026
game-feel
Spezialeffektkünstler und Animatoren

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,…

12. Aug. 2026
game-ui-ux
Spezialeffektkünstler und Animatoren

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…

12. Aug. 2026
input-systems
Spezialeffektkünstler und Animatoren

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…

12. Aug. 2026
level-design
Spezialeffektkünstler und Animatoren

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…

12. Aug. 2026
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