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ukanwat
GitHub 创作者资料

ukanwat

按仓库查看 1 个 GitHub 仓库中的 20 个已收集 skills。

已收集 skills
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2026年8月12日
仓库分布

Skills 分布在哪些仓库

按已收集 skill 数展示主要仓库,并显示它们在该创作者目录中的占比和职业覆盖。

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仓库与代表性 skills

audio-design
特效艺术家和动画师

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…

2026年8月12日
camera-systems
特效艺术家和动画师

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…

2026年8月12日
dialogue-systems
特效艺术家和动画师

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…

2026年8月12日
game-ai
特效艺术家和动画师

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,…

2026年8月12日
game-feel
特效艺术家和动画师

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,…

2026年8月12日
game-ui-ux
特效艺术家和动画师

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…

2026年8月12日
input-systems
特效艺术家和动画师

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…

2026年8月12日
level-design
特效艺术家和动画师

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…

2026年8月12日
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