tribunal-kit 2.4.6 → 3.0.0

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Files changed (142) hide show
  1. package/.agent/agents/accessibility-reviewer.md +220 -134
  2. package/.agent/agents/ai-code-reviewer.md +233 -129
  3. package/.agent/agents/backend-specialist.md +238 -178
  4. package/.agent/agents/code-archaeologist.md +181 -119
  5. package/.agent/agents/database-architect.md +207 -164
  6. package/.agent/agents/debugger.md +218 -151
  7. package/.agent/agents/dependency-reviewer.md +136 -55
  8. package/.agent/agents/devops-engineer.md +238 -175
  9. package/.agent/agents/documentation-writer.md +221 -137
  10. package/.agent/agents/explorer-agent.md +180 -142
  11. package/.agent/agents/frontend-reviewer.md +194 -80
  12. package/.agent/agents/frontend-specialist.md +237 -188
  13. package/.agent/agents/game-developer.md +52 -184
  14. package/.agent/agents/logic-reviewer.md +149 -78
  15. package/.agent/agents/mobile-developer.md +223 -152
  16. package/.agent/agents/mobile-reviewer.md +195 -79
  17. package/.agent/agents/orchestrator.md +211 -170
  18. package/.agent/agents/penetration-tester.md +174 -131
  19. package/.agent/agents/performance-optimizer.md +203 -139
  20. package/.agent/agents/performance-reviewer.md +211 -108
  21. package/.agent/agents/product-manager.md +162 -108
  22. package/.agent/agents/project-planner.md +162 -142
  23. package/.agent/agents/qa-automation-engineer.md +242 -138
  24. package/.agent/agents/security-auditor.md +194 -170
  25. package/.agent/agents/seo-specialist.md +213 -132
  26. package/.agent/agents/sql-reviewer.md +194 -73
  27. package/.agent/agents/supervisor-agent.md +203 -156
  28. package/.agent/agents/test-coverage-reviewer.md +193 -81
  29. package/.agent/agents/type-safety-reviewer.md +208 -65
  30. package/.agent/scripts/__pycache__/auto_preview.cpython-311.pyc +0 -0
  31. package/.agent/scripts/__pycache__/bundle_analyzer.cpython-311.pyc +0 -0
  32. package/.agent/scripts/__pycache__/checklist.cpython-311.pyc +0 -0
  33. package/.agent/scripts/__pycache__/dependency_analyzer.cpython-311.pyc +0 -0
  34. package/.agent/scripts/__pycache__/security_scan.cpython-311.pyc +0 -0
  35. package/.agent/scripts/__pycache__/session_manager.cpython-311.pyc +0 -0
  36. package/.agent/scripts/__pycache__/skill_integrator.cpython-311.pyc +0 -0
  37. package/.agent/scripts/__pycache__/swarm_dispatcher.cpython-311.pyc +0 -0
  38. package/.agent/scripts/__pycache__/test_runner.cpython-311.pyc +0 -0
  39. package/.agent/scripts/__pycache__/verify_all.cpython-311.pyc +0 -0
  40. package/.agent/skills/agent-organizer/SKILL.md +126 -132
  41. package/.agent/skills/ai-prompt-injection-defense/SKILL.md +155 -66
  42. package/.agent/skills/api-patterns/SKILL.md +289 -257
  43. package/.agent/skills/api-security-auditor/SKILL.md +172 -70
  44. package/.agent/skills/app-builder/templates/chrome-extension/TEMPLATE.md +1 -1
  45. package/.agent/skills/app-builder/templates/electron-desktop/TEMPLATE.md +1 -1
  46. package/.agent/skills/appflow-wireframe/SKILL.md +107 -100
  47. package/.agent/skills/architecture/SKILL.md +331 -200
  48. package/.agent/skills/authentication-best-practices/SKILL.md +168 -67
  49. package/.agent/skills/bash-linux/SKILL.md +154 -215
  50. package/.agent/skills/brainstorming/SKILL.md +104 -210
  51. package/.agent/skills/building-native-ui/SKILL.md +169 -70
  52. package/.agent/skills/clean-code/SKILL.md +360 -206
  53. package/.agent/skills/config-validator/SKILL.md +141 -165
  54. package/.agent/skills/csharp-developer/SKILL.md +528 -107
  55. package/.agent/skills/database-design/SKILL.md +455 -275
  56. package/.agent/skills/deployment-procedures/SKILL.md +145 -188
  57. package/.agent/skills/devops-engineer/SKILL.md +332 -134
  58. package/.agent/skills/devops-incident-responder/SKILL.md +113 -98
  59. package/.agent/skills/edge-computing/SKILL.md +157 -213
  60. package/.agent/skills/extract-design-system/SKILL.md +129 -69
  61. package/.agent/skills/framer-motion-expert/SKILL.md +939 -0
  62. package/.agent/skills/game-design-expert/SKILL.md +105 -0
  63. package/.agent/skills/game-engineering-expert/SKILL.md +122 -0
  64. package/.agent/skills/geo-fundamentals/SKILL.md +124 -215
  65. package/.agent/skills/github-operations/SKILL.md +314 -354
  66. package/.agent/skills/gsap-expert/SKILL.md +901 -0
  67. package/.agent/skills/i18n-localization/SKILL.md +138 -216
  68. package/.agent/skills/intelligent-routing/SKILL.md +127 -139
  69. package/.agent/skills/llm-engineering/SKILL.md +357 -258
  70. package/.agent/skills/local-first/SKILL.md +154 -203
  71. package/.agent/skills/mcp-builder/SKILL.md +118 -224
  72. package/.agent/skills/nextjs-react-expert/SKILL.md +783 -203
  73. package/.agent/skills/nodejs-best-practices/SKILL.md +559 -280
  74. package/.agent/skills/observability/SKILL.md +330 -285
  75. package/.agent/skills/parallel-agents/SKILL.md +122 -181
  76. package/.agent/skills/performance-profiling/SKILL.md +254 -197
  77. package/.agent/skills/plan-writing/SKILL.md +118 -188
  78. package/.agent/skills/platform-engineer/SKILL.md +123 -135
  79. package/.agent/skills/playwright-best-practices/SKILL.md +157 -76
  80. package/.agent/skills/powershell-windows/SKILL.md +146 -230
  81. package/.agent/skills/python-pro/SKILL.md +879 -114
  82. package/.agent/skills/react-specialist/SKILL.md +931 -108
  83. package/.agent/skills/realtime-patterns/SKILL.md +304 -296
  84. package/.agent/skills/rust-pro/SKILL.md +701 -240
  85. package/.agent/skills/seo-fundamentals/SKILL.md +154 -181
  86. package/.agent/skills/server-management/SKILL.md +190 -212
  87. package/.agent/skills/shadcn-ui-expert/SKILL.md +201 -68
  88. package/.agent/skills/sql-pro/SKILL.md +633 -104
  89. package/.agent/skills/swiftui-expert/SKILL.md +171 -70
  90. package/.agent/skills/systematic-debugging/SKILL.md +118 -186
  91. package/.agent/skills/tailwind-patterns/SKILL.md +576 -232
  92. package/.agent/skills/tdd-workflow/SKILL.md +137 -209
  93. package/.agent/skills/testing-patterns/SKILL.md +573 -205
  94. package/.agent/skills/vue-expert/SKILL.md +964 -119
  95. package/.agent/skills/vulnerability-scanner/SKILL.md +269 -316
  96. package/.agent/skills/web-accessibility-auditor/SKILL.md +188 -71
  97. package/.agent/skills/webapp-testing/SKILL.md +145 -236
  98. package/.agent/workflows/api-tester.md +151 -279
  99. package/.agent/workflows/audit.md +138 -168
  100. package/.agent/workflows/brainstorm.md +110 -146
  101. package/.agent/workflows/changelog.md +112 -144
  102. package/.agent/workflows/create.md +124 -139
  103. package/.agent/workflows/debug.md +189 -196
  104. package/.agent/workflows/deploy.md +189 -153
  105. package/.agent/workflows/enhance.md +151 -139
  106. package/.agent/workflows/fix.md +135 -143
  107. package/.agent/workflows/generate.md +157 -164
  108. package/.agent/workflows/migrate.md +160 -163
  109. package/.agent/workflows/orchestrate.md +168 -151
  110. package/.agent/workflows/performance-benchmarker.md +123 -305
  111. package/.agent/workflows/plan.md +173 -151
  112. package/.agent/workflows/preview.md +80 -137
  113. package/.agent/workflows/refactor.md +183 -153
  114. package/.agent/workflows/review-ai.md +129 -140
  115. package/.agent/workflows/review.md +116 -155
  116. package/.agent/workflows/session.md +94 -154
  117. package/.agent/workflows/status.md +79 -125
  118. package/.agent/workflows/strengthen-skills.md +139 -99
  119. package/.agent/workflows/swarm.md +179 -194
  120. package/.agent/workflows/test.md +211 -166
  121. package/.agent/workflows/tribunal-backend.md +113 -111
  122. package/.agent/workflows/tribunal-database.md +115 -132
  123. package/.agent/workflows/tribunal-frontend.md +118 -115
  124. package/.agent/workflows/tribunal-full.md +133 -136
  125. package/.agent/workflows/tribunal-mobile.md +119 -123
  126. package/.agent/workflows/tribunal-performance.md +133 -152
  127. package/.agent/workflows/ui-ux-pro-max.md +143 -171
  128. package/README.md +11 -15
  129. package/package.json +1 -1
  130. package/.agent/skills/dotnet-core-expert/SKILL.md +0 -103
  131. package/.agent/skills/framer-motion-animations/SKILL.md +0 -74
  132. package/.agent/skills/game-development/2d-games/SKILL.md +0 -119
  133. package/.agent/skills/game-development/3d-games/SKILL.md +0 -135
  134. package/.agent/skills/game-development/SKILL.md +0 -236
  135. package/.agent/skills/game-development/game-art/SKILL.md +0 -185
  136. package/.agent/skills/game-development/game-audio/SKILL.md +0 -190
  137. package/.agent/skills/game-development/game-design/SKILL.md +0 -129
  138. package/.agent/skills/game-development/mobile-games/SKILL.md +0 -108
  139. package/.agent/skills/game-development/multiplayer/SKILL.md +0 -132
  140. package/.agent/skills/game-development/pc-games/SKILL.md +0 -144
  141. package/.agent/skills/game-development/vr-ar/SKILL.md +0 -123
  142. package/.agent/skills/game-development/web-games/SKILL.md +0 -150
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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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- version: 1.0.0
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- last-updated: 2026-03-12
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- applies-to-model: gemini-2.5-pro, claude-3-7-sonnet
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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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- ---
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-
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- ## Output Format
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-
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- When this skill produces or reviews code, structure your output as follows:
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-
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- ```
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- ━━━ Game Development Report ━━━━━━━━━━━━━━━━━━━━━━━━
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- Skill: Game Development
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- Language: [detected language / framework]
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- Scope: [N files · N functions]
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- ─────────────────────────────────────────────────
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- ✅ Passed: [checks that passed, or "All clean"]
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- ⚠️ Warnings: [non-blocking issues, or "None"]
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- ❌ Blocked: [blocking issues requiring fix, or "None"]
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- ─────────────────────────────────────────────────
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- VBC status: PENDING → VERIFIED
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- Evidence: [test output / lint pass / compile success]
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- ```
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-
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- **VBC (Verification-Before-Completion) is mandatory.**
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- Do not mark status as VERIFIED until concrete terminal evidence is provided.
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-
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-
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-
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- ---
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-
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- ## 🤖 LLM-Specific Traps
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-
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- AI coding assistants often fall into specific bad habits when dealing with this domain. These are strictly forbidden:
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-
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- 1. **Over-engineering:** Proposing complex abstractions or distributed systems when a simpler approach suffices.
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- 2. **Hallucinated Libraries/Methods:** Using non-existent methods or packages. Always `// VERIFY` or check `package.json` / `requirements.txt`.
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- 3. **Skipping Edge Cases:** Writing the "happy path" and ignoring error handling, timeouts, or data validation.
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- 4. **Context Amnesia:** Forgetting the user's constraints and offering generic advice instead of tailored solutions.
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- 5. **Silent Degradation:** Catching and suppressing errors without logging or re-raising.
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-
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- ---
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-
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- ## 🏛️ Tribunal Integration (Anti-Hallucination)
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-
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- **Slash command: `/review` or `/tribunal-full`**
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- **Active reviewers: `logic-reviewer` · `security-auditor`**
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-
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- ### ❌ Forbidden AI Tropes
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-
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- 1. **Blind Assumptions:** Never make an assumption without documenting it clearly with `// VERIFY: [reason]`.
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- 2. **Silent Degradation:** Catching and suppressing errors without logging or handling.
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- 3. **Context Amnesia:** Forgetting the user's constraints and offering generic advice instead of tailored solutions.
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-
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- ### ✅ Pre-Flight Self-Audit
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-
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- Review these questions before confirming output:
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- ```
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- ✅ Did I rely ONLY on real, verified tools and methods?
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- ✅ Is this solution appropriately scoped to the user's constraints?
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- ✅ Did I handle potential failure modes and edge cases?
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- ✅ Have I avoided generic boilerplate that doesn't add value?
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- ```
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-
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- ### 🛑 Verification-Before-Completion (VBC) Protocol
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-
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- **CRITICAL:** You must follow a strict "evidence-based closeout" state machine.
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- - ❌ **Forbidden:** Declaring a task complete because the output "looks correct."
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- - ✅ **Required:** You are explicitly forbidden from finalizing any task without providing **concrete evidence** (terminal output, passing tests, compile success, or equivalent proof) that your output works as intended.
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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.
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-
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- ---
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-
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- ## 1. Art Style Selection
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-
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- ### Decision Tree
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-
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- ```
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- What feeling should the game evoke?
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-
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- ├── Nostalgic / Retro
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- │ ├── Limited palette? → Pixel Art
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- │ └── Hand-drawn feel? → Vector / Flash style
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-
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- ├── Realistic / Immersive
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- │ ├── High budget? → PBR 3D
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- │ └── Stylized realism? → Hand-painted textures
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-
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- ├── Approachable / Casual
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- │ ├── Clean shapes? → Flat / Minimalist
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- │ └── Soft feel? → Gradient / Soft shadows
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-
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- └── Unique / Experimental
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- └── Define custom style guide
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- ```
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-
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- ### Style Comparison Matrix
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-
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- | Style | Production Speed | Skill Floor | Scalability | Best For |
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- |-------|------------------|-------------|-------------|----------|
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- | **Pixel Art** | Medium | Medium | Hard to hire | Indie, retro |
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- | **Vector/Flat** | Fast | Low | Easy | Mobile, casual |
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- | **Hand-painted** | Slow | High | Medium | Fantasy, stylized |
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- | **PBR 3D** | Slow | High | AAA pipeline | Realistic games |
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- | **Low-poly** | Fast | Medium | Easy | Indie 3D |
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- | **Cel-shaded** | Medium | Medium | Medium | Anime, cartoon |
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-
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- ---
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-
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- ## 2. Asset Pipeline Decisions
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-
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- ### 2D Pipeline
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-
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- | Phase | Tool Options | Output |
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- |-------|--------------|--------|
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- | **Concept** | Paper, Procreate, Photoshop | Reference sheet |
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- | **Creation** | Aseprite, Photoshop, Krita | Individual sprites |
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- | **Atlas** | TexturePacker, Aseprite | Spritesheet |
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- | **Animation** | Spine, DragonBones, Frame-by-frame | Animation data |
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- | **Integration** | Engine import | Game-ready assets |
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-
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- ### 3D Pipeline
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-
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- | Phase | Tool Options | Output |
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- |-------|--------------|--------|
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- | **Concept** | 2D art, Blockout | Reference |
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- | **Modeling** | Blender, Maya, 3ds Max | High-poly mesh |
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- | **Retopology** | Blender, ZBrush | Game-ready mesh |
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- | **UV/Texturing** | Substance Painter, Blender | Texture maps |
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- | **Rigging** | Blender, Maya | Skeletal rig |
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- | **Animation** | Blender, Maya, Mixamo | Animation clips |
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- | **Export** | FBX, glTF | Engine-ready |
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-
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- ---
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-
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- ## 3. Color Theory Decisions
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-
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- ### Palette Selection
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-
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- | Goal | Strategy | Example |
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- |------|----------|---------|
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- | **Harmony** | Complementary or analogous | Nature games |
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- | **Contrast** | High saturation differences | Action games |
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- | **Mood** | Warm/cool temperature | Horror, cozy |
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- | **Readability** | Value contrast over hue | Gameplay clarity |
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-
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- ### Color Principles
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-
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 |
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- | **Anticipation** | Wind-up before attack |
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- | **Staging** | Clear silhouettes |
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- | **Follow-through** | Hair, capes after movement |
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- | **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 |
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-
112
- ### Frame Count Guidelines
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-
114
- | Action Type | Typical Frames | Feel |
115
- |-------------|----------------|------|
116
- | Idle breathing | 4-8 | Subtle |
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- | Walk cycle | 6-12 | Smooth |
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- | Run cycle | 4-8 | Energetic |
119
- | Attack | 3-6 | Snappy |
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- | 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 |
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- |----------|-----------------|--------------|
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.