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ukanwat/aaabench

SkillsMP ha recopilado 20 skills de ukanwat/aaabench. Abre una skill para revisar su origen y sus detalles.

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skills recopiladas
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Mostrando 20 de 20 skills recopiladas.

ocupación
Artistas de efectos especiales y animadores
descripción

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…

Idioma del texto original: inglés

actualizado
ocupación
Artistas de efectos especiales y animadores
descripción

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…

Idioma del texto original: inglés

actualizado
ocupación
Artistas de efectos especiales y animadores
descripción

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…

Idioma del texto original: inglés

actualizado
ocupación
Artistas de efectos especiales y animadores
descripción

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,…

Idioma del texto original: inglés

actualizado
ocupación
Artistas de efectos especiales y animadores
descripción

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,…

Idioma del texto original: inglés

actualizado
ocupación
Artistas de efectos especiales y animadores
descripción

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…

Idioma del texto original: inglés

actualizado
ocupación
Artistas de efectos especiales y animadores
descripción

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…

Idioma del texto original: inglés

actualizado
ocupación
Artistas de efectos especiales y animadores
descripción

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…

Idioma del texto original: inglés

actualizado
ocupación
Desarrolladores de software
descripción

Find and fix game performance problems methodically — measure with the engine profiler first, reason about the frame-time budget, locate the CPU-vs-GPU bottleneck, then apply the right fix: object pooling, draw-call batching, fewer allocations/GC spikes, and…

Idioma del texto original: inglés

actualizado
ocupación
Desarrolladores de software
descripción

Tune game physics for stable, good-feeling motion — fixed vs variable timestep, render interpolation, mass/gravity/drag, continuous collision detection (CCD) to stop tunneling, fixing jitter, and collision layers/masks. Engine-neutral. Use when the user…

Idioma del texto original: inglés

actualizado
ocupación
Desarrolladores de software
descripción

Generate game content procedurally — seeded deterministic RNG, value/Perlin/ Simplex noise for terrain and heightmaps, grid dungeon generation (rooms + corridors, BSP, random walk), and weighted loot/drop tables. Engine-neutral algorithms. Use when the user…

Idioma del texto original: inglés

actualizado
ocupación
Desarrolladores de software
descripción

Find and actually LOOK at real photographs — keyless image-search APIs, downloaded to disk so they render as images. Use before building any place, material, vehicle, sky or lighting condition, and again when judging your own screenshots.

Idioma del texto original: inglés

actualizado
ocupación
Desarrolladores de software
descripción

Design save/load for game state — choosing what to serialize, file formats, save slots, atomic crash-safe writes, schema versioning and migration, and autosave. Engine-neutral. Use when the user mentions save system, save/load, game state persistence, save…

Idioma del texto original: inglés

actualizado
ocupación
Desarrolladores de software
descripción

Write game shaders from cross-engine fundamentals — the vertex→fragment pipeline, coordinate spaces, UV math, and common 2D/3D effects (tint, UV scroll, dissolve, outline, fresnel rim, vignette) in GLSL with HLSL equivalents. Use when the user mentions…

Idioma del texto original: inglés

actualizado
ocupación
Desarrolladores de software
descripción

Build NPC AI in Unreal Engine 5 with Behavior Trees and Blackboards: composites (Selector/Sequence), tasks, decorators, services, and running the tree from an AIController. Use when creating enemy/NPC AI, BT_/BB_ assets, custom BTTask or BTService nodes, or…

Idioma del texto original: inglés

actualizado
ocupación
Desarrolladores de software
descripción

Build Unreal Engine 5 gameplay with Blueprint visual scripting: Blueprint Classes, the Event Graph and Construction Script, variables/functions/macros, and Blueprint communication (Cast, Interfaces, Event Dispatchers). Use when working in Blueprints, wiring…

Idioma del texto original: inglés

actualizado
ocupación
Desarrolladores de software
descripción

Write Unreal Engine 5 C++ gameplay code: the UCLASS/UPROPERTY/UFUNCTION reflection macros, the Gameplay Framework (GameMode, Pawn, Character, PlayerController, Actor components), and the module Build.cs. Use when writing or debugging UE C++, deriving from…

Idioma del texto original: inglés

actualizado
ocupación
Desarrolladores de software
descripción

Set up player input in Unreal Engine 5 with Enhanced Input: Input Actions, Input Mapping Contexts, modifiers and triggers, adding the mapping context, and binding actions by ETriggerEvent. Use when wiring movement/look/jump input, creating IA_/IMC_ assets,…

Idioma del texto original: inglés

actualizado
ocupación
Desarrolladores de software
descripción

Create and control VFX in Unreal Engine 5 with Niagara: systems and emitters, modules and the spawn/update stages, exposed User parameters, and spawning or driving effects from Blueprints or C++. Use when building particle effects, NS_/NE_ assets, spawning a…

Idioma del texto original: inglés

actualizado
ocupación
Desarrolladores de software
descripción

Package and ship an Unreal Engine 5 project: the Platforms menu Package Project flow, build configurations (Development vs Shipping), cooking content, packaging settings and the Game Default Map, and command-line builds with RunUAT BuildCookRun. Use when…

Idioma del texto original: inglés

actualizado
Mostrando 20 de 20 skills recopiladas.