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everything-game-dev-code

everything-game-dev-code contient 107 skills collectées depuis MRCalderon3D, avec une couverture métier par dépôt et des pages de détail sur le site.

skills collectés
107
Stars
59
mis à jour
2026-06-15
Forks
8
Couverture métier
7 catégories métier · 100% classifié
explorateur de dépôts

Skills dans ce dépôt

ai-asset-generation
Artistes en effets spéciaux et animateurs

Generate real game assets (images, skyboxes, 3D models, SFX, music, voice, video) from text prompts through the provider registry, with provenance and acceptance gates.

2026-06-15
placeholder-asset-pipeline
Développeurs de logiciels

Define creation, naming, and replacement rules for placeholder assets so the game is testable before final art exists.

2026-06-13
godot-3d-scenes
Développeurs de logiciels

Compose Godot 3D scenes with sound Node3D structure, cameras, physics bodies, environment ownership, and 3D performance patterns.

2026-06-12
3d-animation-pipeline
Développeurs de logiciels

Define authoring, export, root motion, and retargeting rules for skeletal 3D animation clips.

2026-06-12
3d-asset-pipeline
Développeurs de logiciels

Define export, scale, pivot, and naming rules for 3D assets so every model imports correctly without per-asset fixes.

2026-06-12
lighting-lod-pipeline
Développeurs de logiciels

Define lighting policy, light budgets, LOD chains, and culling rules so 3D scenes look intentional and hit frame budgets.

2026-06-12
materials-shading-pipeline
Développeurs de logiciels

Define material libraries, PBR texture conventions, and shader budgets so surfacing stays consistent and batchable.

2026-06-12
rigging-skinning-pipeline
Développeurs de logiciels

Define skeleton, skinning, and attachment conventions so rigs deform well, share animations, and stay within budgets.

2026-06-12
web-3d-rendering
Développeurs de logiciels

Build real-time 3D scenes for browser games — scene/camera/light setup, glTF pipeline, GPU budgets, and disposal discipline.

2026-06-12
godot-input-patterns
Développeurs de logiciels

Implement Godot input through InputMap actions with correct event propagation, device support, and rebinding.

2026-06-12
unreal-enhanced-input
Développeurs de logiciels

Implement Unreal input with Enhanced Input — Input Actions, Mapping Contexts, triggers/modifiers, and runtime remapping.

2026-06-12
game-feel-design
Développeurs de logiciels

Design moment-to-moment feedback — hit-stop, screen shake, tweening, and response timing — so actions feel readable and satisfying.

2026-06-12
procgen-design
Développeurs de logiciels

Design procedural content systems with seeds, constraints, and validation gates so generated output stays fun and shippable.

2026-06-12
web-build-release
Développeurs de logiciels

Configure build tooling and ship browser game builds to static hosts with repeatable release hygiene.

2026-06-10
web-canvas-rendering
Développeurs de logiciels

Apply canvas 2D and WebGL rendering conventions for crisp scaling, clean layering, and batched draws.

2026-06-10
web-game-architecture
Développeurs de logiciels

Structure the game loop, fixed-timestep simulation, state machines, and decoupled systems for a browser game.

2026-06-10
web-input-touch
Développeurs de logiciels

Abstract input into named actions across keyboard, mouse, touch, and gamepad, including mobile on-screen controls.

2026-06-10
web-js-ts-standards
Développeurs de logiciels

Write readable, maintainable JavaScript or TypeScript game code with consistent modules, typing, and tooling.

2026-06-10
web-performance
Développeurs de logiciels

Keep a browser game inside its frame budget through allocation discipline, pooling, and devtools-driven profiling.

2026-06-10
web-project-structure
Développeurs de logiciels

Organize a web game project so the entry point, modules, assets, configuration, and tests stay predictable.

2026-06-10
web-testing
Analystes en assurance qualité des logiciels et testeurs

Test browser games with fast unit tests for pure logic, headless smoke tests, and a deliberate browser matrix.

2026-06-10
2d-animation-pipeline
Développeurs de logiciels

Define authoring, import, and state machine rules for frame-by-frame and skeletal 2D animations.

2026-06-10
generated-raster-asset-pipeline
Développeurs de logiciels

Define acceptance, validation, and runtime integration rules for raster assets generated with image models before they become real project content.

2026-06-10
sprite-pipeline
Développeurs de logiciels

Define import, slicing, atlas packing, and naming rules for 2D sprite assets.

2026-06-10
ui-animation-pipeline
Développeurs de logiciels

Define transition, feedback, and state-driven animation rules for UI elements.

2026-06-10
ui-asset-pipeline
Développeurs de logiciels

Define import, 9-slice, atlas packing, theming, and naming rules for UI visual assets (buttons, panels, icons, bars).

2026-06-10
core-loop-design
Développeurs de logiciels

Define the primary player activity loop and the support loops that sustain mastery, variety, and progression.

2026-06-10
animation-state-patterns
Développeurs de logiciels

Structure animation state, blending, events, and sync so authored motion remains reliable under gameplay pressure.

2026-06-10
gameplay-architecture
Développeurs de logiciels

Define system ownership, boundaries, state flow, and extensibility for gameplay code across engines.

2026-06-10
input-abstraction
Développeurs de logiciels

Design input around player intent and supported device families instead of hardcoding device-specific behavior everywhere.

2026-06-10
performance-budgeting
Développeurs de logiciels

Set and manage frame, load, memory, streaming, or bandwidth budgets before performance debt becomes structural.

2026-06-10
ui-hud-patterns
Développeurs de logiciels

Structure HUD and menu implementation so UI remains understandable, maintainable, and aligned with UX goals.

2026-06-10
qa-test-matrix
Analystes en assurance qualité des logiciels et testeurs

Build a coverage matrix that shows what must be tested, on which configurations, and at what milestone confidence level.

2026-06-10
release-readiness
Analystes en assurance qualité des logiciels et testeurs

Evaluate whether a build is genuinely ready for external testing, certification, store submission, or launch.

2026-06-10
gdd-writing
Développeurs de logiciels

Create or update a Game Design Document that is actionable for design, engineering, QA, production, and content teams.

2026-06-10
milestone-planning
Spécialistes en gestion de projets

Build milestone plans that are dependency-aware, risk-aware, and tied to real delivery outcomes.

2026-06-10
technical-design-document
Développeurs de logiciels

Turn feature intent into a Technical Design Document that is implementable, reviewable, and testable.

2026-06-10
vertical-slice-planning
Spécialistes en gestion de projets

Define a vertical slice that proves gameplay, quality bars, and production viability without over-building the full game.

2026-06-10
tilemap-pipeline
Développeurs de logiciels

Define tileset creation, auto-tile rules, collision shapes, and tilemap configuration for 2D levels.

2026-03-31
dialogue-content-pipeline
Développeurs de logiciels

Manage dialogue and text content so it remains editable, implementable, localizable, and testable.

2026-03-28
Affichage des 40 principaux skills collectés sur 107 dans ce dépôt.