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rbergman
GitHub 제작자 프로필

rbergman

1개 GitHub 저장소에서 수집된 35개 skills를 저장소 단위로 보여줍니다.

수집된 skills
35
저장소
1
업데이트
2026-05-28
저장소 탐색

저장소와 대표 skills

lead
소프트웨어 개발자

Activate at session start when using Agent Teams for complex multi-agent work. Establishes team lead role with delegation protocols, teammate spawning, model selection, and beads integration. You coordinate the team; teammates implement.

2026-05-28
repo-init
소프트웨어 개발자

Initialize a new repository with standard scaffolding - git, gitignore, AGENTS.md, justfile, mise, beads, and timbers. Use when starting a new project or setting up an existing repo for Claude Code workflows.

2026-05-28
accessibility-design
특수 효과 아티스트 및 애니메이터

Use when designing any player-facing feature, evaluating a game for accessibility, responding to accessibility feedback, designing difficulty or assist options, adding subtitle/caption systems, implementing input remapping, or when a player reports they can't play. Covers the four accessibility pillars (visual, auditory, motor, cognitive), implementation tiers, colorblind design, subtitle standards, input accessibility, and testing methodology. Accessibility is a design discipline, not a post-launch checklist.

2026-05-03
experience-design
특수 효과 아티스트 및 애니메이터

Engagement loop design, pacing frameworks, the Experience Triangle (mechanics + dynamics + aesthetics), emotion layering across a session, and evaluating whether choices feel meaningful. Use when designing the core loop, structuring an emotional arc across 5-30 min sessions, debugging 'feels flat' or 'feels samey' play, evaluating whether decisions matter, planning peaks and valleys of intensity, or when playtesters describe sessions as 'fine but forgettable.' Sits one level above game-design (mechanic-level) and one below game-vision (north-star-level).

2026-05-03
game-balance
소프트웨어 개발자

Numeric balance across game objects with stats — cost curves, transitive vs intransitive systems, dominant strategy detection, sandbagging signals, and anti-degenerate-strategy levers. Use when designing item or weapon stats, pricing storefronts, combat damage/HP/range numbers, upgrade trees, character classes, faction asymmetry, or anywhere two objects have numeric attributes that should relate fairly. Apply when playtesters say 'X is just better,' 'one path always wins,' or 'I never use Y.' Pairs with economy-design (currency flow) and progression-systems (curves over time).

2026-05-03
game-design
특수 효과 아티스트 및 애니메이터

The mechanic-level evaluation toolkit — apply the 5-Component Framework (Clarity, Motivation, Response, Satisfaction, Fit) to any individual mechanic. Use when designing or evaluating a single mechanic, reviewing whether a feature pulls its weight, debugging why a specific action feels off, comparing alternative implementations of the same mechanic, or doing a first-pass critique on a player-facing feature. For session-level pacing or emotional arcs see experience-design; for moment-to-moment juice see game-feel; for system-of-systems interactions see systems-design. This skill is the per-mechanic lens.

2026-05-03
game-feel
특수 효과 아티스트 및 애니메이터

Juice, feedback layering, screen shake/particles/sound timing, the perception-action cycle, and 'why does this feel bad?' diagnostics. Use when implementing player actions, combat hits, collectibles, UI transitions, weapon impacts, jumps, dashes, or any moment where the player should *feel* something; when a mechanic functionally works but feels mushy, slow, or unsatisfying; or when playtesters say 'it's missing something.' Covers timing reference numbers (frames per response phase), feedback channels (visual/audio/haptic/screen), and the diagnostic ladder for feel problems.

2026-05-03
game-perf
소프트웨어 개발자

Per-frame performance and GC-pressure optimization for JS/TS game code. Use when editing game loops, update functions, render passes, physics steps, particle systems, or any code that runs every frame; when diagnosing jank, frame drops, or stuttering; when allocations show up in flame graphs; or when the user mentions frame budget, hot paths, or 'feels janky'. Identifies common allocation anti-patterns (spread in loops, .map/.filter chains in update, closures captured per frame) and provides pooled / pre-allocated alternatives.

2026-05-03
이 저장소에서 수집된 skills 35개 중 상위 8개를 표시합니다.
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