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vibedgames

vibedgames contém 35 skills coletadas de kyh, com cobertura ocupacional por repositório e páginas de detalhe dentro do site.

skills coletadas
35
Stars
54
atualizado
2026-07-19
Forks
12
Cobertura ocupacional
8 categorias ocupacionais · 100% classificado
explorador de repositórios

Skills neste repositório

generate
Desenvolvedores de software

Use the `vg generate` CLI to search, inspect, run, and manage 1200+ generative model endpoints. Trigger when the user asks to "generate an image", "make a video", "search models", "run a model", "fetch schema", "check pricing", "upload an asset", "queue async job", "track request", or any direct interaction with the model endpoint catalog. This is the foundational skill. Every other media skill in this repo executes its work through `vg generate` commands. Use `--json` whenever the output will be parsed by an agent.

2026-07-19
threejs
Desenvolvedores web

Build 3D browser apps AND games with Three.js (r150+, ES modules): scene setup, geometries, materials, lighting, animation, GLTF models, physics (Rapier/cannon-es/arcade), character controllers, follow/third-person cameras, fixed-timestep loops, post-processing, and performance/debugging. Use for 'create a three.js scene/app/showcase', any 3D web content, and turning a scene into a game — 'add physics to my three.js game', 'third-person/character controller', 'follow camera', 'jump and gravity', 'collide with / pick up objects', 'structure my 3d game'. Trigger: threejs, three.js, 3D scene, WebGL scene, GLTF/GLB, OrbitControls, Rapier, cannon-es, 3D game, third-person controller. For 2D games use `phaser`; for engine-agnostic feel/balance/level craft use the game-craft skills.

2026-07-15
animated-spritesheets
Artistas de efeitos especiais e animadores

Turn a character anchor into an engine-loadable animated spritesheet by generating ONE labeled pose-board image (a grid of the same character in the frames of an action) and slicing it. Works for any action — idle, run, jump, attack, hurt, crouch, death, roll. Generates a per-frame-labeled pose board on a flat chroma matte, recovers/slices the frames, keys + despills, snaps to crisp native pixels, normalizes with headroom, and packs spritesheet.png + a manifest. Triggers: 'sprite animation', 'animated spritesheet', 'attack animation', 'walk/run cycle', 'animate this character', 'game sprite animation', 'sprite pose sheet'.

2026-07-11
ask-me
Desenvolvedores de software

Interview the user relentlessly about the game they want to make until the idea is build-ready, resolving each branch of the design tree one question at a time. Use when the user has a fuzzy or one-line game idea and wants to flesh it out before building: 'grill me about my game', 'help me figure out what game to make', 'stress-test my game idea', 'interview me about the game', 'I want to make a game but I'm not sure what'. Not for when the user already knows what they want built — go straight to game-playbook.

2026-07-11
capacitor-ios
Desenvolvedores web

Build and ship Three.js apps on Capacitor iOS with Vite and Swift Package Manager: GLTF loading, assets_index animation UI, OrbitControls mouse/touch mappings, and iOS sync/run troubleshooting.

2026-07-11
phaser
Desenvolvedores web

Build 2D browser games with Phaser 4: scene lifecycle, sprites, Arcade/Matter physics, tilemaps, WebGL rendering, filters, lighting, shaders, DynamicTexture/RenderTexture, SpriteGPULayer, TilemapGPULayer, and Phaser 3 to 4 migration. Trigger: phaser, phaser 4, phaser v4, create phaser game, add phaser scene, phaser sprite, phaser physics, phaser tilemap, phaser arcade, phaser webgl renderer, phaser filters, phaser SpriteGPULayer, phaser TilemapGPULayer, migrate phaser 3 to 4.

2026-07-11
model-catalog
Desenvolvedores de software

Choose the right model endpoint for a given task, and the default endpoint IDs the production skills (character-design, cinematography, storytelling, pixel-art, regenerate-3d, media-workflow) use when the user has not named a model. Modality-organized catalog of production endpoint defaults, text-to-image, image-to-image, text-to-video, image-to-video, and more. Use when the user has not named a specific model, or asks "which model for X", "best endpoint for Y", "what should I use for Z".

2026-07-11
playwright
Analistas de garantia de qualidade de software e testadores

Plan, implement, and debug frontend tests: unit/integration/E2E/visual/a11y. Use for Playwright MCP browser automation, Vitest/Jest/RTL, flaky test triage, CI stabilization, and canvas/WebGL games (Phaser, Three.js) needing deterministic input, bot playtests, or screenshot/state assertions. Trigger: "test", "E2E", "flaky", "visual regression", "Playwright", "game testing", "playtest", "softlock".

2026-07-11
animation
Artistas de efeitos especiais e animadores

2D game animation craft — timing & spacing, frame budgets per clip (idle/walk/run/attack/death), the responsiveness-vs-weight contract, cancel windows, smears, silhouette readability, secondary motion — from Williams' Survival Kit, Mariel Cartwright's Skullgirls GDC talk, saint11, and fighting-game frame practice. Use when: 'the animation looks stiff/floaty/mushy', 'how many frames for a walk cycle?', 'attacks feel laggy', 'character feels dead', 'animate this sprite sheet', wiring sprite anims in Phaser, or cleaning AI-generated frames into a usable set. For GENERATING the frames see pixel-art / animated-spritesheets; this is what makes them good.

2026-07-10
design-lenses
Artistas de efeitos especiais e animadores

Structured game-design critique: review a game through Schell's design lenses, Wright's systems-and-emergence lenses, and the MDA framework, producing severity-ranked findings with concrete fixes. Use when the user asks 'is my game fun?', 'review my game design', 'why is it boring?', 'critique this game', 'what's missing?', 'how do I make it better?' (design-level, not bug-level), or before shipping as a design QA pass. For feel/juice tuning go to game-feel; for bugs use code review.

2026-07-10
game-feel
Artistas de efeitos especiais e animadores

Deep game-feel and juice reference — input forgiveness windows, movement curves, movement depth & player expression, hit stop, trauma-based screen shake, squash & stretch, camera kick, audio feel — with concrete numbers from the canonical sources (Swink, Vlambeer, Celeste, Smash). Use when tuning how a game FEELS: 'the controls feel floaty/sluggish/slippery', 'jumping feels bad', 'hits don't land', 'make combat feel weighty', 'add juice', 'coyote time', 'input buffering', 'screen shake feels wrong', or any movement/impact tuning pass. The game-playbook craft checklist covers the basics; this is the deep module with the tuning values.

2026-07-10
level-design
Desenvolvedores de software

Level, wave, and arena design patterns from the canon (Nintendo's kishōtenketsu, Scott Rogers' Disneyland weenies, Celeste's room design, Valve's experiential density) — structure, pacing, teaching through geometry, guiding the eye, wave grammar for endless games. Use when designing or generating levels, waves, arenas, or difficulty progression: 'design levels for my platformer', 'the level feels empty/confusing', 'players don't know where to go', 'make better waves', 'how should difficulty ramp', 'add more levels'.

2026-07-10
teach-me
Professores do ensino superior, todos os outros

Teach the user end-to-end browser game development over multiple sessions — design, engine, art, audio, juice, multiplayer, shipping — by building real games together. Use when the user wants to LEARN to make games themselves: 'teach me game development', 'I want to learn to make games', 'teach me Phaser', 'how do games work, teach me'. Not for when the user just wants a game built for them — use game-playbook for that.

2026-07-10
vfx
Desenvolvedores de software

Real-time 2D VFX cookbook — layered explosions, hit sparks, muzzle flashes, trails, smoke, pickups, heals, shockwaves, weather — with particle parameter recipes, color/readability rules, and mobile-browser performance budgets, from Diablo's VFX talk, Riot's style guide, saint11, and the GDC VFX bootcamps. Use when: 'add effects', 'make the explosion better', 'hits need more impact' (visual side), 'add a trail/aura/sparkle', 'the effects look muddy/noisy', 'particles tank the framerate', or any Phaser particle emitter / blend mode / post-FX work.

2026-07-10
pixel-art
Desenvolvedores de software

Generate 2D pixel art game assets, characters, sprite sheets, background removal, and game backgrounds. Trigger for "pixel art character", "sprite sheet", "walk cycle", "game sprites", "isometric sprites", "side-scroller assets", "RPG character sprites", "idle animation", "attack animation", "jump animation", "game background", "parallax background", "isometric map", "2D game art", "pixel art animation", "top-down character", "explosion sprite sheet", "animated FX from video", "fire/magic effect". Covers character generation (nano-banana-pro / gpt-image-2), sprite sheet animation (nano/edit or fal-ai/gpt-image-2/edit), top-down 4-directional walkers, background removal (Bria), background generation (parallax layers or isometric map), and animated VFX derived from a generated video rendered with additive blend.

2026-07-10
game-ui
Desenvolvedores de software

Game interface craft — HUD zoning and hierarchy, fixed-width numerals, alert-color roles, meters over stat cards, menu/overlay states, touch controls (44px targets, safe-area insets, pointer-release handling) — for Phaser, Three.js, and DOM overlays. Use when: building or reviewing a HUD, score/timer/health display, pause/fail/win menus, on-screen touch controls, 'the UI looks like a website', clipped or shifting text, or any in-game interface work.

2026-07-09
regenerate-3d
Desenvolvedores web

Build a fully-interactive 3D character-selector experience powered entirely by `vg generate`. Generates stylized characters (FLUX.2 / GPT-Image-2), rigged animated GLBs (Meshy v6), themed companion creatures, per-character PATINA floor textures, looped Seedance video backgrounds, and a Three.js scene with palette swaps, breathing reflections, transition effects and a CREATE-YOUR-OWN flow.

2026-07-09
gamepad
Desenvolvedores web

Add on-screen touch controls (virtual joystick + buttons) to browser games using @vibedgames/gamepad. Use when the user wants mobile/touch controls, a virtual joystick or d-pad, on-screen action buttons, or to make a desktop game playable on phones. Triggers on: 'add touch controls', 'mobile controls', 'make it work on mobile', 'virtual joystick', 'on-screen buttons', 'd-pad', 'thumbstick', 'gamepad'.

2026-07-09
deploy
Desenvolvedores web

Deploy browser games to vibedgames. Use when the user wants to deploy, publish, ship, or host a game — especially static HTML/JS games built with Vite, Phaser, Three.js, or plain HTML. Triggers on: 'deploy this game', 'publish my game', 'ship it', 'host this', 'put this online', 'make it playable'.

2026-07-09
pixel-snapper
Desenvolvedores web

Recover the true low-resolution pixel grid from upscaled or AI-generated fake pixel art PNGs. Use for snap-to-grid cleanup, native-resolution sprite assets, palette-quantized game art, and known-layout spritesheets. Bundles self-contained uv Python scripts.

2026-06-27
aseprite
Desenvolvedores de software

Infer structure/metadata from Aseprite files (.ase/.aseprite; common typo .aes): parse headers/frames/chunks (layers, cels, tags, slices, palettes, tilesets), compute durations/bounds, and generate JSON for engines/tools.

2026-06-26
asset-pipeline
Desenvolvedores de software

Asset pipeline utilities for 2D game projects: validate an asset manifest against PNGs on disk, probe sprite sheets/tilesets to find non-empty grid frames, and report PNG dimensions. Use when adding/updating art, debugging missing/unused assets, auditing sprite sheets, or generating frame/size metadata for import pipelines (especially for Love2D projects with Lua asset indexes).

2026-06-26
finish-it
Desenvolvedores de software

Scope-cutting and shipping discipline from Derek Yu's 'Finishing a Game' and 'Death Loops', jam culture, and veteran shipping practice — diagnose why a game project stalled, cut to a shippable core, define a binary finish line, ship it. Use when: a game project is stalled or sprawling, 'I keep adding features', 'it's never done', 'should I add X before shipping?' (usually no), 'help me finish this', 'is this ready to ship?', or scoping a new game so it actually ships.

2026-06-26
game-balance
Desenvolvedores de software

Game systems, loops, economy and balance math — core-loop construction, sources/sinks, cost & power curves with real formulas, loot tables, pity timers, prestige math, dominant-strategy audits — from Schreiber's Game Balance Concepts, Daniel Cook's skill atoms & loot tables, Machinations, Hopson's reward schedules, and idle-game math. Use when: 'balance my game', 'tune the upgrades', 'design the economy', 'add progression/levels/XP', 'players found one strategy and spam it', 'design loot drops', 'add a prestige system', 'is my difficulty curve right?', or auditing for soft-locks and dominant strategies.

2026-06-26
onboarding
Desenvolvedores de software

First-30-seconds design, invisible tutorials, difficulty curves, failure/retry loops and assist modes for link-shared browser games — distilled from George Fan's PvZ tutorial rules, Jenova Chen's flow thesis, Koster's Theory of Fun, Juul's Art of Failure, and Celeste's Assist Mode. Use when: 'players don't get it', 'people quit immediately', 'does it need a tutorial?', 'too hard/too easy', 'tune the difficulty', 'make the start better', 'add an easy mode', or auditing a game's first minute before shipping.

2026-06-26
multiplayer
Desenvolvedores de software

Add multiplayer to browser games using @vibedgames/multiplayer. Use when the user wants to add multiplayer, real-time sync, shared state, player state, or co-op/PvP to a web game. Triggers on: 'make it multiplayer', 'add multiplayer', 'sync between players', 'real-time', 'co-op', 'PvP'.

2026-06-26
character-design
Designers gráficos

Build consistent character designs and character media with `vg generate`. Use this for original characters, reference sheets, expression sheets, outfit variations, identity-preserving edits, and character-to-video workflows.

2026-06-26
cinematography
Técnicos de áudio e vídeo

Design cinematic image and video prompts for `vg generate`. Use this for shot language, camera movement, lighting, lens choices, color grade, film texture, scene blocking, and production-ready visual direction.

2026-06-26
media-workflow
Técnicos de áudio e vídeo

Design and execute multi-step media workflows with `vg generate` — both opinionated use-case recipes and custom pipelines. Use for any production that needs more than a single endpoint call: "make a commercial", "ad creative", "product photography", "cinematic shot", "film look", "character design", "consistent character", "storyboard", "multi-shot", "narrative video", "talking head", "lip sync", "make this person talk", "virtual try-on", "restore image", "deblur", "fix face", "old photo restore", "add audio to video", "video sound effects", "photoreal", "editorial portrait", plus custom pipelines combining planning, generation, editing, image/video utilities, audio, subtitles, batching, and final delivery manifests.

2026-06-26
storytelling
Artistas de efeitos especiais e animadores

Build multi-shot narrative image, video, and audio workflows with `vg generate`. Use this for storyboards, shot lists, multi-prompt video, first-frame to last-frame pipelines, social stories, brand films, and sequence continuity.

2026-06-26
model-prompting
Desenvolvedores de software

Model-family-specific prompt craft for model endpoints. Trigger when the user mentions a specific model family by name and asks how to prompt it ("how do I prompt Kling", "GPT Image 2 prompt structure", "Happy Horse tips"), or when prompts to a routed endpoint keep coming back generic and the family's known nuances should be applied. For endpoint selection ("which model for X"), use `model-catalog` instead. This skill is about how to talk to a model once it has been chosen.

2026-06-26
release
Desenvolvedores de software

Bump, build, publish, tag, and changelog vibedgames npm packages — `vibedgames` (CLI), `@vibedgames/multiplayer`, and/or `@vibedgames/gamepad`. Skips packages with no changes since last release. Use when the user wants to ship a new version. Args optional: package(s) and bump type, e.g. "release multiplayer patch", "release gamepad patch", "release cli minor", "release all patch".

2026-06-23
game-playbook
Desenvolvedores de software

The end-to-end recipe for building a GREAT browser game from a one-line idea, plus the craft checklist that separates a tech demo from something fun. Use when the user says 'make a game', 'build a <genre> game' ('make a pixel art top-down slasher', 'build a platformer', 'make a shooter'), 'create a game', or asks to make a game better: 'it feels flat/static/boring', 'add polish/craft', 'screen shake', 'hit stop', 'make it feel good', 'why does my game feel cheap'.

2026-06-23
skill-creator
Outras ocupações de informática

Enhanced skill creation framework emphasizing philosophy-first design, anti-pattern prevention, and variation encouragement. Use when creating new skills, improving existing skills, analyzing skill quality, or when users request help designing effective skills that unlock capabilities rather than constraining them. Includes analysis tools and upgrade suggestions for existing skills.

2026-06-05
fork
Desenvolvedores de software

Fork another vibedgames project's source to build on it, and ship your own source so others can fork you. Use when the user wants to remix, fork, clone, or build on top of an existing deployed game, or asks how source-on-deploy works. Triggers: 'fork <slug>', 'remix this game', 'build on <slug>', 'start from an existing project', 'clone a deployed game', 'make source forkable'.

2026-06-04