@mrtrinhvn/ag-kit 1.0.10 → 1.1.0

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Files changed (218) hide show
  1. package/LICENSE +21 -0
  2. package/README.md +1 -0
  3. package/bin/cli.js +62 -0
  4. package/package.json +7 -1
  5. package/template/.agent/rules/GEMINI.md +1 -1
  6. package/template/.agent/skills/regent-orchestrator/SKILL.md +31 -0
  7. package/template/.agent/skills/telegram-bridge/SKILL.md +30 -0
  8. package/.agent/.shared/ui-ux-pro-max/data/charts.csv +0 -26
  9. package/.agent/.shared/ui-ux-pro-max/data/colors.csv +0 -97
  10. package/.agent/.shared/ui-ux-pro-max/data/icons.csv +0 -101
  11. package/.agent/.shared/ui-ux-pro-max/data/landing.csv +0 -31
  12. package/.agent/.shared/ui-ux-pro-max/data/products.csv +0 -97
  13. package/.agent/.shared/ui-ux-pro-max/data/prompts.csv +0 -24
  14. package/.agent/.shared/ui-ux-pro-max/data/react-performance.csv +0 -45
  15. package/.agent/.shared/ui-ux-pro-max/data/stacks/flutter.csv +0 -53
  16. package/.agent/.shared/ui-ux-pro-max/data/stacks/html-tailwind.csv +0 -56
  17. package/.agent/.shared/ui-ux-pro-max/data/stacks/jetpack-compose.csv +0 -53
  18. package/.agent/.shared/ui-ux-pro-max/data/stacks/nextjs.csv +0 -53
  19. package/.agent/.shared/ui-ux-pro-max/data/stacks/nuxt-ui.csv +0 -51
  20. package/.agent/.shared/ui-ux-pro-max/data/stacks/nuxtjs.csv +0 -59
  21. package/.agent/.shared/ui-ux-pro-max/data/stacks/react-native.csv +0 -52
  22. package/.agent/.shared/ui-ux-pro-max/data/stacks/react.csv +0 -54
  23. package/.agent/.shared/ui-ux-pro-max/data/stacks/shadcn.csv +0 -61
  24. package/.agent/.shared/ui-ux-pro-max/data/stacks/svelte.csv +0 -54
  25. package/.agent/.shared/ui-ux-pro-max/data/stacks/swiftui.csv +0 -51
  26. package/.agent/.shared/ui-ux-pro-max/data/stacks/vue.csv +0 -50
  27. package/.agent/.shared/ui-ux-pro-max/data/styles.csv +0 -59
  28. package/.agent/.shared/ui-ux-pro-max/data/typography.csv +0 -58
  29. package/.agent/.shared/ui-ux-pro-max/data/ui-reasoning.csv +0 -101
  30. package/.agent/.shared/ui-ux-pro-max/data/ux-guidelines.csv +0 -100
  31. package/.agent/.shared/ui-ux-pro-max/data/web-interface.csv +0 -31
  32. package/.agent/.shared/ui-ux-pro-max/scripts/__pycache__/core.cpython-313.pyc +0 -0
  33. package/.agent/.shared/ui-ux-pro-max/scripts/__pycache__/design_system.cpython-313.pyc +0 -0
  34. package/.agent/.shared/ui-ux-pro-max/scripts/core.py +0 -258
  35. package/.agent/.shared/ui-ux-pro-max/scripts/design_system.py +0 -1067
  36. package/.agent/.shared/ui-ux-pro-max/scripts/search.py +0 -106
  37. package/.agent/ARCHITECTURE.md +0 -288
  38. package/.agent/agents/backend-specialist.md +0 -263
  39. package/.agent/agents/code-archaeologist.md +0 -106
  40. package/.agent/agents/database-architect.md +0 -226
  41. package/.agent/agents/debugger.md +0 -225
  42. package/.agent/agents/devops-engineer.md +0 -242
  43. package/.agent/agents/documentation-writer.md +0 -104
  44. package/.agent/agents/explorer-agent.md +0 -73
  45. package/.agent/agents/frontend-specialist.md +0 -556
  46. package/.agent/agents/game-developer.md +0 -162
  47. package/.agent/agents/mobile-developer.md +0 -377
  48. package/.agent/agents/orchestrator.md +0 -416
  49. package/.agent/agents/penetration-tester.md +0 -188
  50. package/.agent/agents/performance-optimizer.md +0 -187
  51. package/.agent/agents/product-manager.md +0 -112
  52. package/.agent/agents/product-owner.md +0 -95
  53. package/.agent/agents/project-planner.md +0 -406
  54. package/.agent/agents/qa-automation-engineer.md +0 -103
  55. package/.agent/agents/quant-architect.md +0 -31
  56. package/.agent/agents/security-auditor.md +0 -170
  57. package/.agent/agents/seo-specialist.md +0 -111
  58. package/.agent/agents/test-engineer.md +0 -158
  59. package/.agent/mcp_config.json +0 -24
  60. package/.agent/rules/GEMINI.md +0 -280
  61. package/.agent/scripts/auto_preview.py +0 -148
  62. package/.agent/scripts/checklist.py +0 -217
  63. package/.agent/scripts/session_manager.py +0 -120
  64. package/.agent/scripts/verify_all.py +0 -327
  65. package/.agent/skills/api-patterns/SKILL.md +0 -81
  66. package/.agent/skills/api-patterns/api-style.md +0 -42
  67. package/.agent/skills/api-patterns/auth.md +0 -24
  68. package/.agent/skills/api-patterns/documentation.md +0 -26
  69. package/.agent/skills/api-patterns/graphql.md +0 -41
  70. package/.agent/skills/api-patterns/rate-limiting.md +0 -31
  71. package/.agent/skills/api-patterns/response.md +0 -37
  72. package/.agent/skills/api-patterns/rest.md +0 -40
  73. package/.agent/skills/api-patterns/scripts/api_validator.py +0 -211
  74. package/.agent/skills/api-patterns/security-testing.md +0 -122
  75. package/.agent/skills/api-patterns/trpc.md +0 -41
  76. package/.agent/skills/api-patterns/versioning.md +0 -22
  77. package/.agent/skills/app-builder/SKILL.md +0 -75
  78. package/.agent/skills/app-builder/agent-coordination.md +0 -71
  79. package/.agent/skills/app-builder/feature-building.md +0 -53
  80. package/.agent/skills/app-builder/project-detection.md +0 -34
  81. package/.agent/skills/app-builder/scaffolding.md +0 -118
  82. package/.agent/skills/app-builder/tech-stack.md +0 -40
  83. package/.agent/skills/app-builder/templates/SKILL.md +0 -39
  84. package/.agent/skills/app-builder/templates/astro-static/TEMPLATE.md +0 -76
  85. package/.agent/skills/app-builder/templates/chrome-extension/TEMPLATE.md +0 -92
  86. package/.agent/skills/app-builder/templates/cli-tool/TEMPLATE.md +0 -88
  87. package/.agent/skills/app-builder/templates/electron-desktop/TEMPLATE.md +0 -88
  88. package/.agent/skills/app-builder/templates/express-api/TEMPLATE.md +0 -83
  89. package/.agent/skills/app-builder/templates/flutter-app/TEMPLATE.md +0 -90
  90. package/.agent/skills/app-builder/templates/monorepo-turborepo/TEMPLATE.md +0 -90
  91. package/.agent/skills/app-builder/templates/nextjs-fullstack/TEMPLATE.md +0 -82
  92. package/.agent/skills/app-builder/templates/nextjs-saas/TEMPLATE.md +0 -100
  93. package/.agent/skills/app-builder/templates/nextjs-static/TEMPLATE.md +0 -106
  94. package/.agent/skills/app-builder/templates/nuxt-app/TEMPLATE.md +0 -101
  95. package/.agent/skills/app-builder/templates/python-fastapi/TEMPLATE.md +0 -83
  96. package/.agent/skills/app-builder/templates/react-native-app/TEMPLATE.md +0 -93
  97. package/.agent/skills/architecture/SKILL.md +0 -55
  98. package/.agent/skills/architecture/context-discovery.md +0 -43
  99. package/.agent/skills/architecture/examples.md +0 -94
  100. package/.agent/skills/architecture/pattern-selection.md +0 -68
  101. package/.agent/skills/architecture/patterns-reference.md +0 -50
  102. package/.agent/skills/architecture/trade-off-analysis.md +0 -77
  103. package/.agent/skills/bash-linux/SKILL.md +0 -199
  104. package/.agent/skills/behavioral-modes/SKILL.md +0 -242
  105. package/.agent/skills/brainstorming/SKILL.md +0 -168
  106. package/.agent/skills/brainstorming/dynamic-questioning.md +0 -350
  107. package/.agent/skills/business-ops/SKILL.md +0 -26
  108. package/.agent/skills/clean-code/SKILL.md +0 -202
  109. package/.agent/skills/cli-generator/SKILL.md +0 -48
  110. package/.agent/skills/code-review-checklist/SKILL.md +0 -109
  111. package/.agent/skills/cognitive-session/SKILL.md +0 -28
  112. package/.agent/skills/data-science/SKILL.md +0 -28
  113. package/.agent/skills/database-design/SKILL.md +0 -52
  114. package/.agent/skills/database-design/database-selection.md +0 -43
  115. package/.agent/skills/database-design/indexing.md +0 -39
  116. package/.agent/skills/database-design/migrations.md +0 -48
  117. package/.agent/skills/database-design/optimization.md +0 -36
  118. package/.agent/skills/database-design/orm-selection.md +0 -30
  119. package/.agent/skills/database-design/schema-design.md +0 -56
  120. package/.agent/skills/database-design/scripts/schema_validator.py +0 -172
  121. package/.agent/skills/deployment-procedures/SKILL.md +0 -241
  122. package/.agent/skills/doc.md +0 -177
  123. package/.agent/skills/documentation-templates/SKILL.md +0 -194
  124. package/.agent/skills/frontend-design/SKILL.md +0 -418
  125. package/.agent/skills/frontend-design/animation-guide.md +0 -331
  126. package/.agent/skills/frontend-design/color-system.md +0 -311
  127. package/.agent/skills/frontend-design/decision-trees.md +0 -418
  128. package/.agent/skills/frontend-design/motion-graphics.md +0 -306
  129. package/.agent/skills/frontend-design/scripts/accessibility_checker.py +0 -183
  130. package/.agent/skills/frontend-design/scripts/ux_audit.py +0 -722
  131. package/.agent/skills/frontend-design/typography-system.md +0 -345
  132. package/.agent/skills/frontend-design/ux-psychology.md +0 -541
  133. package/.agent/skills/frontend-design/visual-effects.md +0 -383
  134. package/.agent/skills/game-development/2d-games/SKILL.md +0 -119
  135. package/.agent/skills/game-development/3d-games/SKILL.md +0 -135
  136. package/.agent/skills/game-development/SKILL.md +0 -167
  137. package/.agent/skills/game-development/game-art/SKILL.md +0 -185
  138. package/.agent/skills/game-development/game-audio/SKILL.md +0 -190
  139. package/.agent/skills/game-development/game-design/SKILL.md +0 -129
  140. package/.agent/skills/game-development/mobile-games/SKILL.md +0 -108
  141. package/.agent/skills/game-development/multiplayer/SKILL.md +0 -132
  142. package/.agent/skills/game-development/pc-games/SKILL.md +0 -144
  143. package/.agent/skills/game-development/vr-ar/SKILL.md +0 -123
  144. package/.agent/skills/game-development/web-games/SKILL.md +0 -150
  145. package/.agent/skills/geo-fundamentals/SKILL.md +0 -156
  146. package/.agent/skills/geo-fundamentals/scripts/geo_checker.py +0 -289
  147. package/.agent/skills/i18n-localization/SKILL.md +0 -154
  148. package/.agent/skills/i18n-localization/scripts/i18n_checker.py +0 -241
  149. package/.agent/skills/intelligent-routing/SKILL.md +0 -335
  150. package/.agent/skills/knowledge-management/SKILL.md +0 -66
  151. package/.agent/skills/lint-and-validate/SKILL.md +0 -45
  152. package/.agent/skills/lint-and-validate/scripts/lint_runner.py +0 -172
  153. package/.agent/skills/lint-and-validate/scripts/type_coverage.py +0 -173
  154. package/.agent/skills/llm-routing-quirks/SKILL.md +0 -41
  155. package/.agent/skills/mcp-builder/SKILL.md +0 -176
  156. package/.agent/skills/memory-architecture/SKILL.md +0 -107
  157. package/.agent/skills/mini-antigravity-injection/SKILL.md +0 -61
  158. package/.agent/skills/mobile-design/SKILL.md +0 -394
  159. package/.agent/skills/mobile-design/decision-trees.md +0 -516
  160. package/.agent/skills/mobile-design/mobile-backend.md +0 -491
  161. package/.agent/skills/mobile-design/mobile-color-system.md +0 -420
  162. package/.agent/skills/mobile-design/mobile-debugging.md +0 -122
  163. package/.agent/skills/mobile-design/mobile-design-thinking.md +0 -357
  164. package/.agent/skills/mobile-design/mobile-navigation.md +0 -458
  165. package/.agent/skills/mobile-design/mobile-performance.md +0 -767
  166. package/.agent/skills/mobile-design/mobile-testing.md +0 -356
  167. package/.agent/skills/mobile-design/mobile-typography.md +0 -433
  168. package/.agent/skills/mobile-design/platform-android.md +0 -666
  169. package/.agent/skills/mobile-design/platform-ios.md +0 -561
  170. package/.agent/skills/mobile-design/scripts/mobile_audit.py +0 -670
  171. package/.agent/skills/mobile-design/touch-psychology.md +0 -537
  172. package/.agent/skills/nextjs-react-expert/1-async-eliminating-waterfalls.md +0 -312
  173. package/.agent/skills/nextjs-react-expert/2-bundle-bundle-size-optimization.md +0 -240
  174. package/.agent/skills/nextjs-react-expert/3-server-server-side-performance.md +0 -490
  175. package/.agent/skills/nextjs-react-expert/4-client-client-side-data-fetching.md +0 -264
  176. package/.agent/skills/nextjs-react-expert/5-rerender-re-render-optimization.md +0 -581
  177. package/.agent/skills/nextjs-react-expert/6-rendering-rendering-performance.md +0 -432
  178. package/.agent/skills/nextjs-react-expert/7-js-javascript-performance.md +0 -684
  179. package/.agent/skills/nextjs-react-expert/8-advanced-advanced-patterns.md +0 -150
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  181. package/.agent/skills/nextjs-react-expert/SKILL.md +0 -267
  182. package/.agent/skills/nextjs-react-expert/scripts/convert_rules.py +0 -222
  183. package/.agent/skills/nextjs-react-expert/scripts/react_performance_checker.py +0 -252
  184. package/.agent/skills/nodejs-best-practices/SKILL.md +0 -333
  185. package/.agent/skills/parallel-agents/SKILL.md +0 -175
  186. package/.agent/skills/performance-profiling/SKILL.md +0 -143
  187. package/.agent/skills/performance-profiling/scripts/lighthouse_audit.py +0 -76
  188. package/.agent/skills/plan-writing/SKILL.md +0 -153
  189. package/.agent/skills/powershell-windows/SKILL.md +0 -167
  190. package/.agent/skills/product-management/SKILL.md +0 -30
  191. package/.agent/skills/python-patterns/SKILL.md +0 -441
  192. package/.agent/skills/red-team-tactics/SKILL.md +0 -199
  193. package/.agent/skills/rust-pro/SKILL.md +0 -176
  194. package/.agent/skills/seo-fundamentals/SKILL.md +0 -129
  195. package/.agent/skills/seo-fundamentals/scripts/seo_checker.py +0 -219
  196. package/.agent/skills/server-management/SKILL.md +0 -161
  197. package/.agent/skills/systematic-debugging/SKILL.md +0 -120
  198. package/.agent/skills/tailwind-patterns/SKILL.md +0 -269
  199. package/.agent/skills/tdd-workflow/SKILL.md +0 -148
  200. package/.agent/skills/testing-patterns/SKILL.md +0 -178
  201. package/.agent/skills/testing-patterns/scripts/test_runner.py +0 -219
  202. package/.agent/skills/vulnerability-scanner/SKILL.md +0 -276
  203. package/.agent/skills/vulnerability-scanner/checklists.md +0 -121
  204. package/.agent/skills/vulnerability-scanner/scripts/security_scan.py +0 -458
  205. package/.agent/skills/web-design-guidelines/SKILL.md +0 -57
  206. package/.agent/skills/webapp-testing/SKILL.md +0 -187
  207. package/.agent/skills/webapp-testing/scripts/playwright_runner.py +0 -173
  208. package/.agent/workflows/brainstorm.md +0 -113
  209. package/.agent/workflows/create.md +0 -59
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  214. package/.agent/workflows/plan.md +0 -89
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  218. package/.agent/workflows/ui-ux-pro-max.md +0 -296
@@ -1,167 +0,0 @@
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- ---
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- name: game-development
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- description: Game development orchestrator. Routes to platform-specific skills based on project needs.
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- allowed-tools: Read, Write, Edit, Glob, Grep, Bash
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- ---
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-
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- # Game Development
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-
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- > **Orchestrator skill** that provides core principles and routes to specialized sub-skills.
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-
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- ---
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-
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- ## When to Use This Skill
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-
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- You are working on a game development project. This skill teaches the PRINCIPLES of game development and directs you to the right sub-skill based on context.
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-
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- ---
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-
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- ## Sub-Skill Routing
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-
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- ### Platform Selection
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-
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- | If the game targets... | Use Sub-Skill |
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- |------------------------|---------------|
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- | Web browsers (HTML5, WebGL) | `game-development/web-games` |
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- | Mobile (iOS, Android) | `game-development/mobile-games` |
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- | PC (Steam, Desktop) | `game-development/pc-games` |
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- | VR/AR headsets | `game-development/vr-ar` |
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-
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- ### Dimension Selection
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-
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- | If the game is... | Use Sub-Skill |
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- |-------------------|---------------|
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- | 2D (sprites, tilemaps) | `game-development/2d-games` |
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- | 3D (meshes, shaders) | `game-development/3d-games` |
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-
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- ### Specialty Areas
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-
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- | If you need... | Use Sub-Skill |
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- |----------------|---------------|
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- | GDD, balancing, player psychology | `game-development/game-design` |
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- | Multiplayer, networking | `game-development/multiplayer` |
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- | Visual style, asset pipeline, animation | `game-development/game-art` |
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- | Sound design, music, adaptive audio | `game-development/game-audio` |
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-
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- ---
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-
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- ## Core Principles (All Platforms)
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-
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- ### 1. The Game Loop
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-
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- Every game, regardless of platform, follows this pattern:
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-
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- ```
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- INPUT → Read player actions
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- UPDATE → Process game logic (fixed timestep)
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- RENDER → Draw the frame (interpolated)
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- ```
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-
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- **Fixed Timestep Rule:**
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- - Physics/logic: Fixed rate (e.g., 50Hz)
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- - Rendering: As fast as possible
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- - Interpolate between states for smooth visuals
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-
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- ---
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-
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- ### 2. Pattern Selection Matrix
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-
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- | Pattern | Use When | Example |
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- |---------|----------|---------|
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- | **State Machine** | 3-5 discrete states | Player: Idle→Walk→Jump |
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- | **Object Pooling** | Frequent spawn/destroy | Bullets, particles |
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- | **Observer/Events** | Cross-system communication | Health→UI updates |
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- | **ECS** | Thousands of similar entities | RTS units, particles |
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- | **Command** | Undo, replay, networking | Input recording |
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- | **Behavior Tree** | Complex AI decisions | Enemy AI |
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-
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- **Decision Rule:** Start with State Machine. Add ECS only when performance demands.
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-
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- ---
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-
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- ### 3. Input Abstraction
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-
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- Abstract input into ACTIONS, not raw keys:
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-
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- ```
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- "jump" → Space, Gamepad A, Touch tap
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- "move" → WASD, Left stick, Virtual joystick
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- ```
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-
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- **Why:** Enables multi-platform, rebindable controls.
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-
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- ---
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-
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- ### 4. Performance Budget (60 FPS = 16.67ms)
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-
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- | System | Budget |
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- |--------|--------|
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- | Input | 1ms |
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- | Physics | 3ms |
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- | AI | 2ms |
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- | Game Logic | 4ms |
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- | Rendering | 5ms |
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- | Buffer | 1.67ms |
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-
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- **Optimization Priority:**
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- 1. Algorithm (O(n²) → O(n log n))
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- 2. Batching (reduce draw calls)
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- 3. Pooling (avoid GC spikes)
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- 4. LOD (detail by distance)
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- 5. Culling (skip invisible)
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-
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- ---
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-
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- ### 5. AI Selection by Complexity
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-
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- | AI Type | Complexity | Use When |
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- |---------|------------|----------|
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- | **FSM** | Simple | 3-5 states, predictable behavior |
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- | **Behavior Tree** | Medium | Modular, designer-friendly |
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- | **GOAP** | High | Emergent, planning-based |
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- | **Utility AI** | High | Scoring-based decisions |
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-
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- ---
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-
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- ### 6. Collision Strategy
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-
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- | Type | Best For |
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- |------|----------|
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- | **AABB** | Rectangles, fast checks |
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- | **Circle** | Round objects, cheap |
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- | **Spatial Hash** | Many similar-sized objects |
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- | **Quadtree** | Large worlds, varying sizes |
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-
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- ---
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-
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- ## Anti-Patterns (Universal)
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-
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- | Don't | Do |
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- |-------|-----|
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- | Update everything every frame | Use events, dirty flags |
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- | Create objects in hot loops | Object pooling |
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- | Cache nothing | Cache references |
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- | Optimize without profiling | Profile first |
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- | Mix input with logic | Abstract input layer |
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-
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- ---
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-
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- ## Routing Examples
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-
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- ### Example 1: "I want to make a browser-based 2D platformer"
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- → Start with `game-development/web-games` for framework selection
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- → Then `game-development/2d-games` for sprite/tilemap patterns
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- → Reference `game-development/game-design` for level design
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-
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- ### Example 2: "Mobile puzzle game for iOS and Android"
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- → Start with `game-development/mobile-games` for touch input and stores
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- → Use `game-development/game-design` for puzzle balancing
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-
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- ### Example 3: "Multiplayer VR shooter"
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- → `game-development/vr-ar` for comfort and immersion
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- → `game-development/3d-games` for rendering
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- → `game-development/multiplayer` for networking
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-
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- ---
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-
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- > **Remember:** Great games come from iteration, not perfection. Prototype fast, then polish.
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- ---
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- name: game-art
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- description: Game art principles. Visual style selection, asset pipeline, animation workflow.
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- allowed-tools: Read, Glob, Grep
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- ---
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-
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- # Game Art Principles
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-
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- > Visual design thinking for games - style selection, asset pipelines, and art direction.
10
-
11
- ---
12
-
13
- ## 1. Art Style Selection
14
-
15
- ### Decision Tree
16
-
17
- ```
18
- What feeling should the game evoke?
19
-
20
- ├── Nostalgic / Retro
21
- │ ├── Limited palette? → Pixel Art
22
- │ └── Hand-drawn feel? → Vector / Flash style
23
-
24
- ├── Realistic / Immersive
25
- │ ├── High budget? → PBR 3D
26
- │ └── Stylized realism? → Hand-painted textures
27
-
28
- ├── Approachable / Casual
29
- │ ├── Clean shapes? → Flat / Minimalist
30
- │ └── Soft feel? → Gradient / Soft shadows
31
-
32
- └── Unique / Experimental
33
- └── Define custom style guide
34
- ```
35
-
36
- ### Style Comparison Matrix
37
-
38
- | Style | Production Speed | Skill Floor | Scalability | Best For |
39
- |-------|------------------|-------------|-------------|----------|
40
- | **Pixel Art** | Medium | Medium | Hard to hire | Indie, retro |
41
- | **Vector/Flat** | Fast | Low | Easy | Mobile, casual |
42
- | **Hand-painted** | Slow | High | Medium | Fantasy, stylized |
43
- | **PBR 3D** | Slow | High | AAA pipeline | Realistic games |
44
- | **Low-poly** | Fast | Medium | Easy | Indie 3D |
45
- | **Cel-shaded** | Medium | Medium | Medium | Anime, cartoon |
46
-
47
- ---
48
-
49
- ## 2. Asset Pipeline Decisions
50
-
51
- ### 2D Pipeline
52
-
53
- | Phase | Tool Options | Output |
54
- |-------|--------------|--------|
55
- | **Concept** | Paper, Procreate, Photoshop | Reference sheet |
56
- | **Creation** | Aseprite, Photoshop, Krita | Individual sprites |
57
- | **Atlas** | TexturePacker, Aseprite | Spritesheet |
58
- | **Animation** | Spine, DragonBones, Frame-by-frame | Animation data |
59
- | **Integration** | Engine import | Game-ready assets |
60
-
61
- ### 3D Pipeline
62
-
63
- | Phase | Tool Options | Output |
64
- |-------|--------------|--------|
65
- | **Concept** | 2D art, Blockout | Reference |
66
- | **Modeling** | Blender, Maya, 3ds Max | High-poly mesh |
67
- | **Retopology** | Blender, ZBrush | Game-ready mesh |
68
- | **UV/Texturing** | Substance Painter, Blender | Texture maps |
69
- | **Rigging** | Blender, Maya | Skeletal rig |
70
- | **Animation** | Blender, Maya, Mixamo | Animation clips |
71
- | **Export** | FBX, glTF | Engine-ready |
72
-
73
- ---
74
-
75
- ## 3. Color Theory Decisions
76
-
77
- ### Palette Selection
78
-
79
- | Goal | Strategy | Example |
80
- |------|----------|---------|
81
- | **Harmony** | Complementary or analogous | Nature games |
82
- | **Contrast** | High saturation differences | Action games |
83
- | **Mood** | Warm/cool temperature | Horror, cozy |
84
- | **Readability** | Value contrast over hue | Gameplay clarity |
85
-
86
- ### Color Principles
87
-
88
- - **Hierarchy:** Important elements should pop
89
- - **Consistency:** Same object = same color family
90
- - **Context:** Colors read differently on backgrounds
91
- - **Accessibility:** Don't rely only on color
92
-
93
- ---
94
-
95
- ## 4. Animation Principles
96
-
97
- ### The 12 Principles (Applied to Games)
98
-
99
- | Principle | Game Application |
100
- |-----------|------------------|
101
- | **Squash & Stretch** | Jump arcs, impacts |
102
- | **Anticipation** | Wind-up before attack |
103
- | **Staging** | Clear silhouettes |
104
- | **Follow-through** | Hair, capes after movement |
105
- | **Slow in/out** | Easing on transitions |
106
- | **Arcs** | Natural movement paths |
107
- | **Secondary Action** | Breathing, blinking |
108
- | **Timing** | Frame count = weight/speed |
109
- | **Exaggeration** | Readable from distance |
110
- | **Appeal** | Memorable design |
111
-
112
- ### Frame Count Guidelines
113
-
114
- | Action Type | Typical Frames | Feel |
115
- |-------------|----------------|------|
116
- | Idle breathing | 4-8 | Subtle |
117
- | Walk cycle | 6-12 | Smooth |
118
- | Run cycle | 4-8 | Energetic |
119
- | Attack | 3-6 | Snappy |
120
- | Death | 8-16 | Dramatic |
121
-
122
- ---
123
-
124
- ## 5. Resolution & Scale Decisions
125
-
126
- ### 2D Resolution by Platform
127
-
128
- | Platform | Base Resolution | Sprite Scale |
129
- |----------|-----------------|--------------|
130
- | Mobile | 1080p | 64-128px characters |
131
- | Desktop | 1080p-4K | 128-256px characters |
132
- | Pixel art | 320x180 to 640x360 | 16-32px characters |
133
-
134
- ### Consistency Rule
135
-
136
- Choose a base unit and stick to it:
137
- - Pixel art: Work at 1x, scale up (never down)
138
- - HD art: Define DPI, maintain ratio
139
- - 3D: 1 unit = 1 meter (industry standard)
140
-
141
- ---
142
-
143
- ## 6. Asset Organization
144
-
145
- ### Naming Convention
146
-
147
- ```
148
- [type]_[object]_[variant]_[state].[ext]
149
-
150
- Examples:
151
- spr_player_idle_01.png
152
- tex_stone_wall_normal.png
153
- mesh_tree_oak_lod2.fbx
154
- ```
155
-
156
- ### Folder Structure Principle
157
-
158
- ```
159
- assets/
160
- ├── characters/
161
- │ ├── player/
162
- │ └── enemies/
163
- ├── environment/
164
- │ ├── props/
165
- │ └── tiles/
166
- ├── ui/
167
- ├── effects/
168
- └── audio/
169
- ```
170
-
171
- ---
172
-
173
- ## 7. Anti-Patterns
174
-
175
- | Don't | Do |
176
- |-------|-----|
177
- | Mix art styles randomly | Define and follow style guide |
178
- | Work at final resolution only | Create at source resolution |
179
- | Ignore silhouette readability | Test at gameplay distance |
180
- | Over-detail background | Focus detail on player area |
181
- | Skip color testing | Test on target display |
182
-
183
- ---
184
-
185
- > **Remember:** Art serves gameplay. If it doesn't help the player, it's decoration.
@@ -1,190 +0,0 @@
1
- ---
2
- name: game-audio
3
- description: Game audio principles. Sound design, music integration, adaptive audio systems.
4
- allowed-tools: Read, Glob, Grep
5
- ---
6
-
7
- # Game Audio Principles
8
-
9
- > Sound design and music integration for immersive game experiences.
10
-
11
- ---
12
-
13
- ## 1. Audio Category System
14
-
15
- ### Category Definitions
16
-
17
- | Category | Behavior | Examples |
18
- |----------|----------|----------|
19
- | **Music** | Looping, crossfade, ducking | BGM, combat music |
20
- | **SFX** | One-shot, 3D positioned | Footsteps, impacts |
21
- | **Ambient** | Looping, background layer | Wind, crowd, forest |
22
- | **UI** | Immediate, non-3D | Button clicks, notifications |
23
- | **Voice** | Priority, ducking trigger | Dialogue, announcer |
24
-
25
- ### Priority Hierarchy
26
-
27
- ```
28
- When sounds compete for channels:
29
-
30
- 1. Voice (highest - always audible)
31
- 2. Player SFX (feedback critical)
32
- 3. Enemy SFX (gameplay important)
33
- 4. Music (mood, but duckable)
34
- 5. Ambient (lowest - can drop)
35
- ```
36
-
37
- ---
38
-
39
- ## 2. Sound Design Decisions
40
-
41
- ### SFX Creation Approach
42
-
43
- | Approach | When to Use | Trade-offs |
44
- |----------|-------------|------------|
45
- | **Recording** | Realistic needs | High quality, time intensive |
46
- | **Synthesis** | Sci-fi, retro, UI | Unique, requires skill |
47
- | **Library samples** | Fast production | Common sounds, licensing |
48
- | **Layering** | Complex sounds | Best results, more work |
49
-
50
- ### Layering Structure
51
-
52
- | Layer | Purpose | Example: Gunshot |
53
- |-------|---------|------------------|
54
- | **Attack** | Initial transient | Click, snap |
55
- | **Body** | Main character | Boom, blast |
56
- | **Tail** | Decay, room | Reverb, echo |
57
- | **Sweetener** | Special sauce | Shell casing, mechanical |
58
-
59
- ---
60
-
61
- ## 3. Music Integration
62
-
63
- ### Music State System
64
-
65
- ```
66
- Game State → Music Response
67
-
68
- ├── Menu → Calm, loopable theme
69
- ├── Exploration → Ambient, atmospheric
70
- ├── Combat detected → Transition to tension
71
- ├── Combat engaged → Full battle music
72
- ├── Victory → Stinger + calm transition
73
- ├── Defeat → Somber stinger
74
- └── Boss → Unique, multi-phase track
75
- ```
76
-
77
- ### Transition Techniques
78
-
79
- | Technique | Use When | Feel |
80
- |-----------|----------|------|
81
- | **Crossfade** | Smooth mood shift | Gradual |
82
- | **Stinger** | Immediate event | Dramatic |
83
- | **Stem mixing** | Dynamic intensity | Seamless |
84
- | **Beat-synced** | Rhythmic gameplay | Musical |
85
- | **Queue point** | Next natural break | Clean |
86
-
87
- ---
88
-
89
- ## 4. Adaptive Audio Decisions
90
-
91
- ### Intensity Parameters
92
-
93
- | Parameter | Affects | Example |
94
- |-----------|---------|---------|
95
- | **Threat level** | Music intensity | Enemy count |
96
- | **Health** | Filter, reverb | Low health = muffled |
97
- | **Speed** | Tempo, energy | Racing speed |
98
- | **Environment** | Reverb, EQ | Cave vs outdoor |
99
- | **Time of day** | Mood, volume | Night = quieter |
100
-
101
- ### Vertical vs Horizontal
102
-
103
- | System | What Changes | Best For |
104
- |--------|--------------|----------|
105
- | **Vertical (layers)** | Add/remove instrument layers | Intensity scaling |
106
- | **Horizontal (segments)** | Different music sections | State changes |
107
- | **Combined** | Both | AAA adaptive scores |
108
-
109
- ---
110
-
111
- ## 5. 3D Audio Decisions
112
-
113
- ### Spatialization
114
-
115
- | Element | 3D Positioned? | Reason |
116
- |---------|----------------|--------|
117
- | Player footsteps | No (or subtle) | Always audible |
118
- | Enemy footsteps | Yes | Directional awareness |
119
- | Gunfire | Yes | Combat awareness |
120
- | Music | No | Mood, non-diegetic |
121
- | Ambient zone | Yes (area) | Environmental |
122
- | UI sounds | No | Interface feedback |
123
-
124
- ### Distance Behavior
125
-
126
- | Distance | Sound Behavior |
127
- |----------|----------------|
128
- | **Near** | Full volume, full frequency |
129
- | **Medium** | Volume falloff, high-freq rolloff |
130
- | **Far** | Low volume, low-pass filter |
131
- | **Max** | Silent or ambient hint |
132
-
133
- ---
134
-
135
- ## 6. Platform Considerations
136
-
137
- ### Format Selection
138
-
139
- | Platform | Recommended Format | Reason |
140
- |----------|-------------------|--------|
141
- | PC | OGG Vorbis, WAV | Quality, no licensing |
142
- | Console | Platform-specific | Certification |
143
- | Mobile | MP3, AAC | Size, compatibility |
144
- | Web | WebM/Opus, MP3 fallback | Browser support |
145
-
146
- ### Memory Budget
147
-
148
- | Game Type | Audio Budget | Strategy |
149
- |-----------|--------------|----------|
150
- | Mobile casual | 10-50 MB | Compressed, fewer variants |
151
- | PC indie | 100-500 MB | Quality focus |
152
- | AAA | 1+ GB | Full quality, many variants |
153
-
154
- ---
155
-
156
- ## 7. Mix Hierarchy
157
-
158
- ### Volume Balance Reference
159
-
160
- | Category | Relative Level | Notes |
161
- |----------|----------------|-------|
162
- | **Voice** | 0 dB (reference) | Always clear |
163
- | **Player SFX** | -3 to -6 dB | Prominent but not harsh |
164
- | **Music** | -6 to -12 dB | Foundation, ducks for voice |
165
- | **Enemy SFX** | -6 to -9 dB | Important but not dominant |
166
- | **Ambient** | -12 to -18 dB | Subtle background |
167
-
168
- ### Ducking Rules
169
-
170
- | When | Duck What | Amount |
171
- |------|-----------|--------|
172
- | Voice plays | Music, Ambient | -6 to -9 dB |
173
- | Explosion | All except explosion | Brief duck |
174
- | Menu open | Gameplay audio | -3 to -6 dB |
175
-
176
- ---
177
-
178
- ## 8. Anti-Patterns
179
-
180
- | Don't | Do |
181
- |-------|-----|
182
- | Play same sound repeatedly | Use variations (3-5 per sound) |
183
- | Max volume everything | Use proper mix hierarchy |
184
- | Ignore silence | Silence creates contrast |
185
- | One music track loops forever | Provide variety, transitions |
186
- | Skip audio in prototype | Placeholder audio matters |
187
-
188
- ---
189
-
190
- > **Remember:** 50% of the game experience is audio. A muted game loses half its soul.
@@ -1,129 +0,0 @@
1
- ---
2
- name: game-design
3
- description: Game design principles. GDD structure, balancing, player psychology, progression.
4
- allowed-tools: Read, Glob, Grep
5
- ---
6
-
7
- # Game Design Principles
8
-
9
- > Design thinking for engaging games.
10
-
11
- ---
12
-
13
- ## 1. Core Loop Design
14
-
15
- ### The 30-Second Test
16
-
17
- ```
18
- Every game needs a fun 30-second loop:
19
- 1. ACTION → Player does something
20
- 2. FEEDBACK → Game responds
21
- 3. REWARD → Player feels good
22
- 4. REPEAT
23
- ```
24
-
25
- ### Loop Examples
26
-
27
- | Genre | Core Loop |
28
- |-------|-----------|
29
- | Platformer | Run → Jump → Land → Collect |
30
- | Shooter | Aim → Shoot → Kill → Loot |
31
- | Puzzle | Observe → Think → Solve → Advance |
32
- | RPG | Explore → Fight → Level → Gear |
33
-
34
- ---
35
-
36
- ## 2. Game Design Document (GDD)
37
-
38
- ### Essential Sections
39
-
40
- | Section | Content |
41
- |---------|---------|
42
- | **Pitch** | One-sentence description |
43
- | **Core Loop** | 30-second gameplay |
44
- | **Mechanics** | How systems work |
45
- | **Progression** | How player advances |
46
- | **Art Style** | Visual direction |
47
- | **Audio** | Sound direction |
48
-
49
- ### Principles
50
-
51
- - Keep it living (update regularly)
52
- - Visuals help communicate
53
- - Less is more (start small)
54
-
55
- ---
56
-
57
- ## 3. Player Psychology
58
-
59
- ### Motivation Types
60
-
61
- | Type | Driven By |
62
- |------|-----------|
63
- | **Achiever** | Goals, completion |
64
- | **Explorer** | Discovery, secrets |
65
- | **Socializer** | Interaction, community |
66
- | **Killer** | Competition, dominance |
67
-
68
- ### Reward Schedules
69
-
70
- | Schedule | Effect | Use |
71
- |----------|--------|-----|
72
- | **Fixed** | Predictable | Milestone rewards |
73
- | **Variable** | Addictive | Loot drops |
74
- | **Ratio** | Effort-based | Grind games |
75
-
76
- ---
77
-
78
- ## 4. Difficulty Balancing
79
-
80
- ### Flow State
81
-
82
- ```
83
- Too Hard → Frustration → Quit
84
- Too Easy → Boredom → Quit
85
- Just Right → Flow → Engagement
86
- ```
87
-
88
- ### Balancing Strategies
89
-
90
- | Strategy | How |
91
- |----------|-----|
92
- | **Dynamic** | Adjust to player skill |
93
- | **Selection** | Let player choose |
94
- | **Accessibility** | Options for all |
95
-
96
- ---
97
-
98
- ## 5. Progression Design
99
-
100
- ### Progression Types
101
-
102
- | Type | Example |
103
- |------|---------|
104
- | **Skill** | Player gets better |
105
- | **Power** | Character gets stronger |
106
- | **Content** | New areas unlock |
107
- | **Story** | Narrative advances |
108
-
109
- ### Pacing Principles
110
-
111
- - Early wins (hook quickly)
112
- - Gradually increase challenge
113
- - Rest beats between intensity
114
- - Meaningful choices
115
-
116
- ---
117
-
118
- ## 6. Anti-Patterns
119
-
120
- | ❌ Don't | ✅ Do |
121
- |----------|-------|
122
- | Design in isolation | Playtest constantly |
123
- | Polish before fun | Prototype first |
124
- | Force one way to play | Allow player expression |
125
- | Punish excessively | Reward progress |
126
-
127
- ---
128
-
129
- > **Remember:** Fun is discovered through iteration, not designed on paper.