tribunal-kit 4.5.0 → 4.6.0

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Files changed (217) hide show
  1. package/.agent/.shared/ui-ux-pro-max/README.md +4 -4
  2. package/.agent/ARCHITECTURE.md +279 -277
  3. package/.agent/GEMINI.md +127 -121
  4. package/.agent/agents/accessibility-reviewer.md +187 -187
  5. package/.agent/agents/ai-code-reviewer.md +199 -199
  6. package/.agent/agents/api-architect.md +71 -66
  7. package/.agent/agents/backend-specialist.md +219 -215
  8. package/.agent/agents/cloud-engineer.md +98 -0
  9. package/.agent/agents/code-archaeologist.md +168 -161
  10. package/.agent/agents/database-architect.md +184 -184
  11. package/.agent/agents/db-latency-auditor.md +213 -216
  12. package/.agent/agents/debugger.md +198 -191
  13. package/.agent/agents/dependency-reviewer.md +106 -103
  14. package/.agent/agents/devops-engineer.md +218 -218
  15. package/.agent/agents/documentation-writer.md +209 -201
  16. package/.agent/agents/explorer-agent.md +167 -160
  17. package/.agent/agents/frontend-reviewer.md +162 -160
  18. package/.agent/agents/frontend-specialist.md +257 -248
  19. package/.agent/agents/game-developer.md +48 -48
  20. package/.agent/agents/logic-reviewer.md +118 -116
  21. package/.agent/agents/mobile-developer.md +197 -200
  22. package/.agent/agents/mobile-reviewer.md +159 -162
  23. package/.agent/agents/orchestrator.md +187 -181
  24. package/.agent/agents/penetration-tester.md +160 -157
  25. package/.agent/agents/performance-optimizer.md +183 -183
  26. package/.agent/agents/performance-reviewer.md +178 -178
  27. package/.agent/agents/precedence-reviewer.md +251 -250
  28. package/.agent/agents/product-manager.md +149 -142
  29. package/.agent/agents/product-owner.md +81 -80
  30. package/.agent/agents/project-planner.md +152 -142
  31. package/.agent/agents/qa-automation-engineer.md +216 -225
  32. package/.agent/agents/resilience-reviewer.md +88 -88
  33. package/.agent/agents/schema-reviewer.md +67 -67
  34. package/.agent/agents/security-auditor.md +180 -174
  35. package/.agent/agents/seo-specialist.md +188 -193
  36. package/.agent/agents/sql-reviewer.md +159 -161
  37. package/.agent/agents/supervisor-agent.md +173 -184
  38. package/.agent/agents/swarm-worker-contracts.md +170 -166
  39. package/.agent/agents/swarm-worker-registry.md +92 -92
  40. package/.agent/agents/system-architect.md +85 -0
  41. package/.agent/agents/test-coverage-reviewer.md +158 -160
  42. package/.agent/agents/test-engineer.md +118 -118
  43. package/.agent/agents/throughput-optimizer.md +291 -299
  44. package/.agent/agents/type-safety-reviewer.md +182 -175
  45. package/.agent/agents/ui-ux-auditor.md +300 -292
  46. package/.agent/agents/vitals-reviewer.md +223 -223
  47. package/.agent/mcp_config.json +37 -40
  48. package/.agent/patterns/generator.md +11 -9
  49. package/.agent/patterns/inversion.md +14 -12
  50. package/.agent/patterns/pipeline.md +11 -9
  51. package/.agent/patterns/reviewer.md +15 -13
  52. package/.agent/patterns/tool-wrapper.md +11 -9
  53. package/.agent/routing_index.json +654 -0
  54. package/.agent/rules/GEMINI.md +358 -352
  55. package/.agent/scripts/compile_router.py +112 -0
  56. package/.agent/scripts/migrate_skills_frontmatter.py +64 -0
  57. package/.agent/scripts/strengthen_skills.js +1 -1
  58. package/.agent/skills/advanced-rag-pipelines/SKILL.md +56 -0
  59. package/.agent/skills/agent-organizer/SKILL.md +156 -150
  60. package/.agent/skills/agentic-patterns/SKILL.md +313 -315
  61. package/.agent/skills/ai-prompt-injection-defense/SKILL.md +190 -184
  62. package/.agent/skills/api-patterns/SKILL.md +253 -247
  63. package/.agent/skills/api-security-auditor/SKILL.md +195 -193
  64. package/.agent/skills/app-builder/SKILL.md +573 -572
  65. package/.agent/skills/app-builder/templates/SKILL.md +108 -115
  66. package/.agent/skills/app-builder/templates/astro-static/TEMPLATE.md +76 -76
  67. package/.agent/skills/app-builder/templates/chrome-extension/TEMPLATE.md +92 -92
  68. package/.agent/skills/app-builder/templates/cli-tool/TEMPLATE.md +88 -88
  69. package/.agent/skills/app-builder/templates/electron-desktop/TEMPLATE.md +88 -88
  70. package/.agent/skills/app-builder/templates/express-api/TEMPLATE.md +83 -83
  71. package/.agent/skills/app-builder/templates/flutter-app/TEMPLATE.md +90 -90
  72. package/.agent/skills/app-builder/templates/monorepo-turborepo/TEMPLATE.md +90 -90
  73. package/.agent/skills/app-builder/templates/nextjs-fullstack/TEMPLATE.md +126 -122
  74. package/.agent/skills/app-builder/templates/nextjs-saas/TEMPLATE.md +127 -122
  75. package/.agent/skills/app-builder/templates/nextjs-static/TEMPLATE.md +172 -169
  76. package/.agent/skills/app-builder/templates/nuxt-app/TEMPLATE.md +139 -134
  77. package/.agent/skills/app-builder/templates/python-fastapi/TEMPLATE.md +83 -83
  78. package/.agent/skills/app-builder/templates/react-native-app/TEMPLATE.md +122 -119
  79. package/.agent/skills/appflow-wireframe/SKILL.md +146 -145
  80. package/.agent/skills/architecture/SKILL.md +226 -219
  81. package/.agent/skills/authentication-best-practices/SKILL.md +197 -189
  82. package/.agent/skills/backend-security-expert/SKILL.md +16 -2
  83. package/.agent/skills/bash-linux/SKILL.md +179 -179
  84. package/.agent/skills/behavioral-modes/SKILL.md +239 -223
  85. package/.agent/skills/brainstorming/SKILL.md +498 -486
  86. package/.agent/skills/browser-native-ai/SKILL.md +57 -4
  87. package/.agent/skills/building-native-ui/SKILL.md +202 -202
  88. package/.agent/skills/cicd-pro/SKILL.md +442 -0
  89. package/.agent/skills/clean-code/SKILL.md +400 -381
  90. package/.agent/skills/cloud-architect/SKILL.md +439 -0
  91. package/.agent/skills/code-review-checklist/SKILL.md +203 -194
  92. package/.agent/skills/config-validator/SKILL.md +165 -165
  93. package/.agent/skills/containerization-pro/SKILL.md +452 -0
  94. package/.agent/skills/csharp-developer/SKILL.md +518 -518
  95. package/.agent/skills/data-validation-schemas/SKILL.md +333 -328
  96. package/.agent/skills/database-design/SKILL.md +247 -240
  97. package/.agent/skills/deployment-procedures/SKILL.md +172 -169
  98. package/.agent/skills/devops-engineer/SKILL.md +345 -345
  99. package/.agent/skills/devops-incident-responder/SKILL.md +143 -137
  100. package/.agent/skills/doc.md +209 -177
  101. package/.agent/skills/documentation-templates/SKILL.md +291 -279
  102. package/.agent/skills/edge-computing/SKILL.md +183 -181
  103. package/.agent/skills/error-resilience/SKILL.md +411 -428
  104. package/.agent/skills/extract-design-system/SKILL.md +160 -158
  105. package/.agent/skills/framer-motion-expert/SKILL.md +253 -244
  106. package/.agent/skills/frontend-design/SKILL.md +208 -201
  107. package/.agent/skills/frontend-security-expert/SKILL.md +16 -3
  108. package/.agent/skills/game-design-expert/SKILL.md +132 -129
  109. package/.agent/skills/game-engineering-expert/SKILL.md +148 -146
  110. package/.agent/skills/generative-ui-expert/SKILL.md +57 -1
  111. package/.agent/skills/geo-fundamentals/SKILL.md +148 -147
  112. package/.agent/skills/git-pro/SKILL.md +435 -0
  113. package/.agent/skills/github-operations/SKILL.md +335 -329
  114. package/.agent/skills/gsap-core/SKILL.md +319 -308
  115. package/.agent/skills/gsap-frameworks/SKILL.md +213 -207
  116. package/.agent/skills/gsap-performance/SKILL.md +139 -133
  117. package/.agent/skills/gsap-plugins/SKILL.md +486 -480
  118. package/.agent/skills/gsap-react/SKILL.md +202 -189
  119. package/.agent/skills/gsap-scrolltrigger/SKILL.md +357 -350
  120. package/.agent/skills/gsap-timeline/SKILL.md +165 -161
  121. package/.agent/skills/gsap-utils/SKILL.md +344 -338
  122. package/.agent/skills/harness-protocol/SKILL.md +48 -0
  123. package/.agent/skills/i18n-localization/SKILL.md +174 -163
  124. package/.agent/skills/intelligent-routing/SKILL.md +202 -246
  125. package/.agent/skills/knowledge-graph/SKILL.md +60 -52
  126. package/.agent/skills/lint-and-validate/SKILL.md +261 -261
  127. package/.agent/skills/llm-engineering/SKILL.md +400 -394
  128. package/.agent/skills/local-first/SKILL.md +178 -178
  129. package/.agent/skills/mcp-builder/SKILL.md +143 -142
  130. package/.agent/skills/mobile-design/SKILL.md +272 -263
  131. package/.agent/skills/monorepo-management/SKILL.md +335 -334
  132. package/.agent/skills/motion-engineering/SKILL.md +266 -234
  133. package/.agent/skills/nextjs-react-expert/SKILL.md +236 -234
  134. package/.agent/skills/nodejs-best-practices/SKILL.md +547 -548
  135. package/.agent/skills/observability/SKILL.md +343 -343
  136. package/.agent/skills/parallel-agents/SKILL.md +143 -146
  137. package/.agent/skills/performance-profiling/SKILL.md +259 -267
  138. package/.agent/skills/plan-writing/SKILL.md +150 -142
  139. package/.agent/skills/platform-engineer/SKILL.md +148 -147
  140. package/.agent/skills/playwright-best-practices/SKILL.md +188 -187
  141. package/.agent/skills/powershell-windows/SKILL.md +162 -162
  142. package/.agent/skills/project-idioms/SKILL.md +137 -137
  143. package/.agent/skills/python-patterns/SKILL.md +260 -259
  144. package/.agent/skills/python-pro/SKILL.md +324 -323
  145. package/.agent/skills/react-specialist/SKILL.md +305 -277
  146. package/.agent/skills/readme-builder/SKILL.md +310 -300
  147. package/.agent/skills/realtime-patterns/SKILL.md +323 -319
  148. package/.agent/skills/red-team-tactics/SKILL.md +231 -218
  149. package/.agent/skills/rust-pro/SKILL.md +671 -673
  150. package/.agent/skills/seo-fundamentals/SKILL.md +179 -179
  151. package/.agent/skills/server-management/SKILL.md +218 -214
  152. package/.agent/skills/shadcn-ui-expert/SKILL.md +231 -231
  153. package/.agent/skills/skill-creator/SKILL.md +87 -86
  154. package/.agent/skills/sql-pro/SKILL.md +629 -629
  155. package/.agent/skills/supabase-postgres-best-practices/SKILL.md +97 -97
  156. package/.agent/skills/swiftui-expert/SKILL.md +204 -201
  157. package/.agent/skills/system-design-pro/SKILL.md +345 -0
  158. package/.agent/skills/systematic-debugging/SKILL.md +153 -142
  159. package/.agent/skills/tailwind-patterns/SKILL.md +610 -566
  160. package/.agent/skills/tdd-workflow/SKILL.md +169 -161
  161. package/.agent/skills/test-result-analyzer/SKILL.md +313 -309
  162. package/.agent/skills/testing-patterns/SKILL.md +566 -579
  163. package/.agent/skills/trend-researcher/SKILL.md +243 -237
  164. package/.agent/skills/typescript-advanced/SKILL.md +336 -335
  165. package/.agent/skills/ui-ux-pro-max/SKILL.md +590 -562
  166. package/.agent/skills/ui-ux-researcher/SKILL.md +244 -244
  167. package/.agent/skills/vue-expert/SKILL.md +294 -275
  168. package/.agent/skills/vulnerability-scanner/SKILL.md +416 -404
  169. package/.agent/skills/web-accessibility-auditor/SKILL.md +219 -218
  170. package/.agent/skills/web-design-guidelines/SKILL.md +192 -186
  171. package/.agent/skills/webapp-testing/SKILL.md +167 -169
  172. package/.agent/skills/webgpu-performance/SKILL.md +56 -2
  173. package/.agent/skills/whimsy-injector/SKILL.md +346 -325
  174. package/.agent/skills/workflow-optimizer/SKILL.md +231 -229
  175. package/.agent/workflows/acf.md +141 -0
  176. package/.agent/workflows/api-tester.md +176 -151
  177. package/.agent/workflows/audit.md +150 -127
  178. package/.agent/workflows/brainstorm.md +134 -110
  179. package/.agent/workflows/changelog.md +140 -112
  180. package/.agent/workflows/create.md +168 -124
  181. package/.agent/workflows/debug.md +190 -165
  182. package/.agent/workflows/deploy.md +201 -180
  183. package/.agent/workflows/enhance.md +154 -128
  184. package/.agent/workflows/fix.md +136 -114
  185. package/.agent/workflows/generate.md +198 -183
  186. package/.agent/workflows/marathon.md +37 -11
  187. package/.agent/workflows/migrate.md +184 -160
  188. package/.agent/workflows/orchestrate.md +192 -168
  189. package/.agent/workflows/performance-benchmarker.md +135 -114
  190. package/.agent/workflows/plan.md +196 -173
  191. package/.agent/workflows/preview.md +103 -80
  192. package/.agent/workflows/refactor.md +192 -161
  193. package/.agent/workflows/review-ai.md +125 -101
  194. package/.agent/workflows/review.md +141 -116
  195. package/.agent/workflows/session.md +122 -94
  196. package/.agent/workflows/status.md +101 -79
  197. package/.agent/workflows/strengthen-skills.md +164 -138
  198. package/.agent/workflows/super-prompt.md +24 -0
  199. package/.agent/workflows/swarm.md +193 -179
  200. package/.agent/workflows/test.md +211 -189
  201. package/.agent/workflows/tribunal-backend.md +136 -105
  202. package/.agent/workflows/tribunal-database.md +122 -95
  203. package/.agent/workflows/tribunal-frontend.md +221 -96
  204. package/.agent/workflows/tribunal-full.md +129 -100
  205. package/.agent/workflows/tribunal-mobile.md +122 -95
  206. package/.agent/workflows/tribunal-performance.md +136 -110
  207. package/.agent/workflows/tribunal-speed.md +209 -183
  208. package/.agent/workflows/ui-ux-pro-max.md +145 -122
  209. package/README.md +107 -55
  210. package/bin/mcp-server.js +159 -0
  211. package/bin/tribunal-kit.js +105 -29
  212. package/bin/wrapper.js +16 -7
  213. package/mcp_config.json +9 -0
  214. package/package.json +94 -86
  215. package/scripts/changelog.js +4 -3
  216. package/scripts/validate-payload.js +6 -1
  217. package/scripts/postinstall.js +0 -127
@@ -1,133 +1,134 @@
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- ---
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- name: game-design-expert
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- description: Game Design, UX, and Flow State mastery. Replaces fragmented legacy skills. Core gameplay loop design, 3Cs (Character, Camera, Controls), input buffering, coyote time, juice (game feel), telemetry tracking, narrative alignment, and audio spatialization integration. Use when crafting player experience, progression arcs, or systemic balance.
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- allowed-tools: Read, Write, Edit, Glob, Grep
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- version: 2.0.0
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- last-updated: 2026-04-02
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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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- ## Hallucination Traps (Read First)
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- - ❌ Designing reward systems without testing for compulsion loops -> ✅ Playtesting must verify engagement without addiction patterns
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- - ❌ Assuming all players have the same skill level -> ✅ Design difficulty curves that adapt or offer accessibility options
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- - Adding mechanics without testing the core loop first -> ✅ Core loop must be fun in isolation before adding complexity
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-
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- ---
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-
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-
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- # Game Design Expert — Player Experience & Flow Mastery
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-
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- ---
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-
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- ## 1. The 3Cs (Character, Camera, Controls)
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-
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- Before designing enemies, levels, or UI, the foundation of the player's interaction MUST feel flawless. If the player cannot intrinsically trust the controls, the entire system collapses.
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-
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- ### Input Buffering
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- Humans cannot click buttons flawlessly on the exact required frame.
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- If a player presses "Jump" 3 frames *before* they hit the ground, a naïve engine ignores it. A designed engine *buffers* the input in memory for 150ms and instantly executes the jump the millisecond the character's feet touch the dirt.
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-
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- ### Coyote Time
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- Named after Wile E. Coyote hovering off a cliff.
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- If a player runs off a ledge, a rigid physics engine drops them instantly.
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- A forgiving design allows the player to still press 'Jump' for exactly ~100ms *after* walking off the ledge. It prevents extreme frustration on close platforming jumps.
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-
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- ---
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-
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- ## 2. The Core Gameplay Loop
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-
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- Every action a player takes must feed into a reinforcing psychological loop.
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-
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- **The Macro Loop (e.g., Destiny, Monster Hunter)**
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- 1. **Action:** Fight complex monsters.
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- 2. **Reward:** Collect physical parts and resources.
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- 3. **Pacing:** Return to base.
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- 4. **Upgrade:** Convert parts into stronger weapons.
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- 5. **Goal:** Fight stronger, unkillable monsters (Back to Step 1).
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-
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- *If step 4 (Upgrading) does not heavily alter step 1 (Fights are now faster, visually different, mechanically superior), the loop is broken and players churn.*
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-
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- ---
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-
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- ## 3. "Juice" and Game Feel
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-
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- "Juice" is the non-functional audiovisual feedback that makes an interaction feel heavy and satisfying.
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-
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- 1. **Screen Shake:** A minor, mathematically decaying camera displacement when heavy impacts occur. (Needs toggles for accessibility).
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- 2. **Hitstop (Sleep Frames):** When a sword hits an enemy, freeze the entire game engine for exactly 3 frames (50ms). This creates an immense perceptual illusion of resistance and friction.
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- 3. **Squash and Stretch:** A character jumping should stretch vertically. A character landing should squash horizontally. It breaks rigidity and infuses life.
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- 4. **Particle Explosions:** Simple box collisions must be masked by explosive localized particle systems (dust kicks, sparks).
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-
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- ---
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-
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- ## 4. Narrative & Audio Synergies
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-
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- Game design is not segregated from Audio. Audio is the primary vector for temporal feedback.
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-
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- 1. **Spatialization (HRTF):** Sound objects emit audio localized strictly to 3D space, heavily attenuated by environmental occlusions (muffled behind walls).
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- 2. **Telegraphing State:** If an enemy swings a heavy axe, it MUST have a 300ms audio "wind-up" queue. The player relies on audio rhythm far faster than visual recognition to dodge.
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- 3. **Dynamic Mixing (Ducking):** Essential dialogue or UI pings must automatically compress (lower the volume of) ambient music underneath to prevent cognitive overload.
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-
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- ---
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-
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- ## 5. Telemetry & Analytics Deficiencies
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-
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- Design is hypotheses. Playtests are the reality.
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-
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- Never rely on developers "feeling" the game. You must systematically log death coordinates (heatmaps). If 80% of players die at Level 2 Trap B, your design intent (teaching the mechanic) has failed.
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-
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- ---
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-
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-
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- ---
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-
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-
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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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-
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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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-
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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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-
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- ## Pre-Flight Checklist
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- - [ ] Have I reviewed the user's specific constraints and requests?
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- - [ ] Have I checked the environment for relevant existing implementations?
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-
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- ## VBC Protocol (Verification-Before-Completion)
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- You MUST verify existing code signatures and variables before attempting to modify or call them. No hallucination is permitted.
1
+ ---
2
+ name: game-design-expert
3
+ description: Game Design, UX, and Flow State mastery. Replaces fragmented legacy skills. Core gameplay loop design, 3Cs (Character, Camera, Controls), input buffering, coyote time, juice (game feel), telemetry tracking, narrative alignment, and audio spatialization integration. Use when crafting player experience, progression arcs, or systemic balance.
4
+ allowed-tools: Read, Write, Edit, Glob, Grep
5
+ version: 2.0.0
6
+ last-updated: 2026-04-02
7
+ applies-to-model: gemini-2.5-pro, claude-3-7-sonnet
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+ routing:
9
+ domain: general
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+ tier: basic
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+ ---
12
+
13
+ ## Hallucination Traps (Read First)
14
+
15
+ - ❌ Designing reward systems without testing for compulsion loops -> ✅ Playtesting must verify engagement without addiction patterns
16
+ - ❌ Assuming all players have the same skill level -> ✅ Design difficulty curves that adapt or offer accessibility options
17
+ - ❌ Adding mechanics without testing the core loop first -> ✅ Core loop must be fun in isolation before adding complexity
18
+
19
+ ---
20
+
21
+ # Game Design Expert — Player Experience & Flow Mastery
22
+
23
+ ---
24
+
25
+ ## 1. The 3Cs (Character, Camera, Controls)
26
+
27
+ Before designing enemies, levels, or UI, the foundation of the player's interaction MUST feel flawless. If the player cannot intrinsically trust the controls, the entire system collapses.
28
+
29
+ ### Input Buffering
30
+
31
+ Humans cannot click buttons flawlessly on the exact required frame.
32
+ If a player presses "Jump" 3 frames _before_ they hit the ground, a naïve engine ignores it. A designed engine _buffers_ the input in memory for 150ms and instantly executes the jump the millisecond the character's feet touch the dirt.
33
+
34
+ ### Coyote Time
35
+
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+ Named after Wile E. Coyote hovering off a cliff.
37
+ If a player runs off a ledge, a rigid physics engine drops them instantly.
38
+ A forgiving design allows the player to still press 'Jump' for exactly ~100ms _after_ walking off the ledge. It prevents extreme frustration on close platforming jumps.
39
+
40
+ ---
41
+
42
+ ## 2. The Core Gameplay Loop
43
+
44
+ Every action a player takes must feed into a reinforcing psychological loop.
45
+
46
+ **The Macro Loop (e.g., Destiny, Monster Hunter)**
47
+
48
+ 1. **Action:** Fight complex monsters.
49
+ 2. **Reward:** Collect physical parts and resources.
50
+ 3. **Pacing:** Return to base.
51
+ 4. **Upgrade:** Convert parts into stronger weapons.
52
+ 5. **Goal:** Fight stronger, unkillable monsters (Back to Step 1).
130
53
 
54
+ _If step 4 (Upgrading) does not heavily alter step 1 (Fights are now faster, visually different, mechanically superior), the loop is broken and players churn._
55
+
56
+ ---
57
+
58
+ ## 3. "Juice" and Game Feel
59
+
60
+ "Juice" is the non-functional audiovisual feedback that makes an interaction feel heavy and satisfying.
61
+
62
+ 1. **Screen Shake:** A minor, mathematically decaying camera displacement when heavy impacts occur. (Needs toggles for accessibility).
63
+ 2. **Hitstop (Sleep Frames):** When a sword hits an enemy, freeze the entire game engine for exactly 3 frames (50ms). This creates an immense perceptual illusion of resistance and friction.
64
+ 3. **Squash and Stretch:** A character jumping should stretch vertically. A character landing should squash horizontally. It breaks rigidity and infuses life.
65
+ 4. **Particle Explosions:** Simple box collisions must be masked by explosive localized particle systems (dust kicks, sparks).
66
+
67
+ ---
68
+
69
+ ## 4. Narrative & Audio Synergies
70
+
71
+ Game design is not segregated from Audio. Audio is the primary vector for temporal feedback.
72
+
73
+ 1. **Spatialization (HRTF):** Sound objects emit audio localized strictly to 3D space, heavily attenuated by environmental occlusions (muffled behind walls).
74
+ 2. **Telegraphing State:** If an enemy swings a heavy axe, it MUST have a 300ms audio "wind-up" queue. The player relies on audio rhythm far faster than visual recognition to dodge.
75
+ 3. **Dynamic Mixing (Ducking):** Essential dialogue or UI pings must automatically compress (lower the volume of) ambient music underneath to prevent cognitive overload.
76
+
77
+ ---
78
+
79
+ ## 5. Telemetry & Analytics Deficiencies
80
+
81
+ Design is hypotheses. Playtests are the reality.
82
+
83
+ Never rely on developers "feeling" the game. You must systematically log death coordinates (heatmaps). If 80% of players die at Level 2 Trap B, your design intent (teaching the mechanic) has failed.
84
+
85
+ ---
86
+
87
+ ---
88
+
89
+ AI coding assistants often fall into specific bad habits when dealing with this domain. These are strictly forbidden:
90
+
91
+ 1. **Over-engineering:** Proposing complex abstractions or distributed systems when a simpler approach suffices.
92
+ 2. **Hallucinated Libraries/Methods:** Using non-existent methods or packages. Always `// VERIFY` or check `package.json` / `requirements.txt`.
93
+ 3. **Skipping Edge Cases:** Writing the "happy path" and ignoring error handling, timeouts, or data validation.
94
+ 4. **Context Amnesia:** Forgetting the user's constraints and offering generic advice instead of tailored solutions.
95
+ 5. **Silent Degradation:** Catching and suppressing errors without logging or re-raising.
96
+
97
+ ---
98
+
99
+ **Slash command: `/review` or `/tribunal-full`**
100
+ **Active reviewers: `logic-reviewer` · `security-auditor`**
101
+
102
+ ### ❌ Forbidden AI Tropes
103
+
104
+ 1. **Blind Assumptions:** Never make an assumption without documenting it clearly with `// VERIFY: [reason]`.
105
+ 2. **Silent Degradation:** Catching and suppressing errors without logging or handling.
106
+ 3. **Context Amnesia:** Forgetting the user's constraints and offering generic advice instead of tailored solutions.
107
+
108
+ Review these questions before confirming output:
109
+
110
+ ```
111
+ ✅ Did I rely ONLY on real, verified tools and methods?
112
+ ✅ Is this solution appropriately scoped to the user's constraints?
113
+ ✅ Did I handle potential failure modes and edge cases?
114
+ ✅ Have I avoided generic boilerplate that doesn't add value?
115
+ ```
116
+
117
+ ### 🛑 Verification-Before-Completion (VBC) Protocol
118
+
119
+ **CRITICAL:** You must follow a strict "evidence-based closeout" state machine.
120
+
121
+ - ❌ **Forbidden:** Declaring a task complete because the output "looks correct."
122
+ - ✅ **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.
123
+
124
+ ## Pre-Flight Checklist
125
+
126
+ - [ ] Have I reviewed the user's specific constraints and requests?
127
+ - [ ] Have I checked the environment for relevant existing implementations?
128
+
129
+ ## VBC Protocol (Verification-Before-Completion)
130
+
131
+ You MUST verify existing code signatures and variables before attempting to modify or call them. No hallucination is permitted.
131
132
 
132
133
  ---
133
134
 
@@ -157,6 +158,7 @@ AI coding assistants often fall into specific bad habits when dealing with this
157
158
  ### ✅ Pre-Flight Self-Audit
158
159
 
159
160
  Review these questions before confirming output:
161
+
160
162
  ```
161
163
  ✅ Did I rely ONLY on real, verified tools and methods?
162
164
  ✅ Is this solution appropriately scoped to the user's constraints?
@@ -167,5 +169,6 @@ Review these questions before confirming output:
167
169
  ### 🛑 Verification-Before-Completion (VBC) Protocol
168
170
 
169
171
  **CRITICAL:** You must follow a strict "evidence-based closeout" state machine.
172
+
170
173
  - ❌ **Forbidden:** Declaring a task complete because the output "looks correct."
171
174
  - ✅ **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.
@@ -1,150 +1,150 @@
1
- ---
2
- name: game-engineering-expert
3
- description: Game Engineering and Systems Architecture mastery. Replaces fragmented legacy skills. Entity Component Systems (ECS), Unity (C#) / Godot (GDScript) integration, physics calculations, deterministic engine state, WebGL memory management, multiplayer sync architectures (deterministic lockstep vs traditional authoritative), spatial partitioning, and rendering pipelines.
4
- allowed-tools: Read, Write, Edit, Glob, Grep
5
- version: 2.0.0
6
- last-updated: 2026-04-02
7
- applies-to-model: gemini-2.5-pro, claude-3-7-sonnet
8
- ---
9
-
10
- ## Hallucination Traps (Read First)
11
- - ❌ Using deltaTime without clamping -> ✅ Unclamped deltaTime causes physics explosions on frame spikes; clamp to max 0.05s
12
- - ❌ Allocating memory in the game loop (new objects, arrays) -> ✅ Pre-allocate and pool objects to avoid GC pauses during gameplay
13
- - Using floating-point equality checks for game state -> ✅ Use epsilon comparisons or integer-based fixed-point for deterministic logic
14
-
15
- ---
16
-
17
-
18
- # Game Engineering Expert — Performance & State Mastery
19
-
20
- ---
21
-
22
- ## 1. Frame Rate Architecture (The Update Loop)
23
-
24
- In web development, we await Promises. In game development, we calculate Delta Time continuously.
25
-
26
- ```csharp
27
- // BAD: Frame-rate dependent logic
28
- // If the game runs at 120 FPS, the character moves twice as fast as on 60 FPS
29
- void Update() {
30
- transform.position += currentSpeed;
31
- }
32
-
33
- // GOOD: Frame-independent physics (Unity C# Example)
34
- void Update() {
35
- // DeltaTime is the time elapsed since the last frame
36
- transform.position += currentVelocity * Time.deltaTime;
37
- }
38
- ```
39
-
40
- ### FixedUpdate vs Update (The Physics Boundary)
41
- - `Update()` fires as fast as the GPU/CPU can draw. Used for User Input and visual animation interpolations.
42
- - `FixedUpdate()` fires at absolute strict mathematical intervals (e.g., 50 times a second exactly). ALL Physics interactions (`AddForce()`, collision sweeps) MUST live here to prevent tearing and tunneling.
43
-
44
- ---
45
-
46
- ## 2. Memory Pooling (Garbage Collection Death)
47
-
48
- In Node.js, V8 cleans up objects eventually. In Game Engines, allocating memory creates "Garbage", which forces the Garbage Collector (GC) to pause the entire game to clean up, causing massive micro-stutters.
49
-
50
- ```csharp
51
- // ❌ FATAL (in Update loops): Creating new objects 60x a second
52
- void Update() {
53
- Instantiate(bulletPrefab, gun.position, gun.rotation); // Kills the CPU
54
- }
55
-
56
- // ✅ EFFICIENT: Object Pooling
57
- // Pre-allocate 100 bullets during the Loading Screen.
58
- // Then simply toggle their active state natively.
59
- void Fire() {
60
- Bullet b = bulletPool.GetDisabledBullet();
61
- b.transform.position = gun.position;
62
- b.gameObject.SetActive(true);
63
- }
64
- ```
65
-
66
- ---
67
-
68
- ## 3. Entity Component Systems (ECS)
69
-
70
- Traditional Object-Oriented Programming (OOP) inheritance hierarchies break down in game engines.
71
- (e.g., `Enemy` inherits from `Character` which inherits from `Renderable`). What happens when you want a `Renderable` that isn't a `Character` but acts like an `Enemy` (like a deadly spike trap)?
72
-
73
- **Use ECS.**
74
- 1. **Entities:** Just a meaningless ID (e.g., `Entity 304`).
75
- 2. **Components:** Pure localized data structs attached to an ID (e.g., `Position {x: 5, y: 10}`, `Health {hp: 100}`).
76
- 3. **Systems:** Logic that maps continuously over structs (e.g., `MovementSystem` iterates over ALL Entities that specifically have both a `Position` AND `Velocity` component).
77
-
78
- ---
79
-
80
- ## 4. Multiplayer Architectures
81
-
82
- Never trust the client. A multiplayer architecture dictates latency fundamentally.
83
-
84
- 1. **Deterministic Lockstep (RTS / Fighting Games):**
85
- - Transmits absolute ZERO game state (coordinates).
86
- - Only transmits *inputs* (Player A clicked Coordinate X).
87
- - Both machines run the identical physics frame simultaneously.
88
- - Extremely bandwidth efficient, but requires identical CPU math output (impossible in JS floating point Math).
89
-
90
- 2. **Server Authoritative with Client Prediction (Modern FPS/Action):**
91
- - The Server runs the "Real" game.
92
- - The Client tells the server "I fired."
93
- - Because Ping takes 50ms, the Client *predicts* the shot landing locally (optimistic UI) so the player doesn't feel lag.
94
- - If the server eventually disagrees, the Client aggressively rewinds and snaps the state to match the Server reality (Rubber-banding).
95
-
96
- ---
97
-
98
-
99
- ---
100
-
101
-
102
-
103
- AI coding assistants often fall into specific bad habits when dealing with this domain. These are strictly forbidden:
104
-
105
- 1. **Over-engineering:** Proposing complex abstractions or distributed systems when a simpler approach suffices.
106
- 2. **Hallucinated Libraries/Methods:** Using non-existent methods or packages. Always `// VERIFY` or check `package.json` / `requirements.txt`.
107
- 3. **Skipping Edge Cases:** Writing the "happy path" and ignoring error handling, timeouts, or data validation.
108
- 4. **Context Amnesia:** Forgetting the user's constraints and offering generic advice instead of tailored solutions.
109
- 5. **Silent Degradation:** Catching and suppressing errors without logging or re-raising.
110
-
111
- ---
112
-
113
-
114
-
115
- **Slash command: `/review` or `/tribunal-full`**
116
- **Active reviewers: `logic-reviewer` · `security-auditor`**
117
-
118
- ### ❌ Forbidden AI Tropes
119
-
120
- 1. **Blind Assumptions:** Never make an assumption without documenting it clearly with `// VERIFY: [reason]`.
121
- 2. **Silent Degradation:** Catching and suppressing errors without logging or handling.
122
- 3. **Context Amnesia:** Forgetting the user's constraints and offering generic advice instead of tailored solutions.
123
-
124
-
125
-
126
- Review these questions before confirming output:
127
- ```
128
- ✅ Did I rely ONLY on real, verified tools and methods?
129
- ✅ Is this solution appropriately scoped to the user's constraints?
130
- ✅ Did I handle potential failure modes and edge cases?
131
- ✅ Have I avoided generic boilerplate that doesn't add value?
132
- ```
133
-
134
- ### 🛑 Verification-Before-Completion (VBC) Protocol
135
-
136
- **CRITICAL:** You must follow a strict "evidence-based closeout" state machine.
137
- - ❌ **Forbidden:** Declaring a task complete because the output "looks correct."
138
- - ✅ **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.
139
-
140
-
141
- ## Pre-Flight Checklist
142
- - [ ] Have I reviewed the user's specific constraints and requests?
143
- - [ ] Have I checked the environment for relevant existing implementations?
144
-
145
- ## VBC Protocol (Verification-Before-Completion)
146
- You MUST verify existing code signatures and variables before attempting to modify or call them. No hallucination is permitted.
1
+ ---
2
+ name: game-engineering-expert
3
+ description: Game Engineering and Systems Architecture mastery. Replaces fragmented legacy skills. Entity Component Systems (ECS), Unity (C#) / Godot (GDScript) integration, physics calculations, deterministic engine state, WebGL memory management, multiplayer sync architectures (deterministic lockstep vs traditional authoritative), spatial partitioning, and rendering pipelines.
4
+ allowed-tools: Read, Write, Edit, Glob, Grep
5
+ version: 2.0.0
6
+ last-updated: 2026-04-02
7
+ applies-to-model: gemini-2.5-pro, claude-3-7-sonnet
8
+ routing:
9
+ domain: general
10
+ tier: basic
11
+ ---
12
+
13
+ ## Hallucination Traps (Read First)
14
+
15
+ - ❌ Using deltaTime without clamping -> ✅ Unclamped deltaTime causes physics explosions on frame spikes; clamp to max 0.05s
16
+ - ❌ Allocating memory in the game loop (new objects, arrays) -> ✅ Pre-allocate and pool objects to avoid GC pauses during gameplay
17
+ - ❌ Using floating-point equality checks for game state -> ✅ Use epsilon comparisons or integer-based fixed-point for deterministic logic
18
+
19
+ ---
20
+
21
+ # Game Engineering Expert — Performance & State Mastery
22
+
23
+ ---
24
+
25
+ ## 1. Frame Rate Architecture (The Update Loop)
26
+
27
+ In web development, we await Promises. In game development, we calculate Delta Time continuously.
28
+
29
+ ```csharp
30
+ // BAD: Frame-rate dependent logic
31
+ // If the game runs at 120 FPS, the character moves twice as fast as on 60 FPS
32
+ void Update() {
33
+ transform.position += currentSpeed;
34
+ }
35
+
36
+ // GOOD: Frame-independent physics (Unity C# Example)
37
+ void Update() {
38
+ // DeltaTime is the time elapsed since the last frame
39
+ transform.position += currentVelocity * Time.deltaTime;
40
+ }
41
+ ```
42
+
43
+ ### FixedUpdate vs Update (The Physics Boundary)
44
+
45
+ - `Update()` fires as fast as the GPU/CPU can draw. Used for User Input and visual animation interpolations.
46
+ - `FixedUpdate()` fires at absolute strict mathematical intervals (e.g., 50 times a second exactly). ALL Physics interactions (`AddForce()`, collision sweeps) MUST live here to prevent tearing and tunneling.
47
+
48
+ ---
49
+
50
+ ## 2. Memory Pooling (Garbage Collection Death)
51
+
52
+ In Node.js, V8 cleans up objects eventually. In Game Engines, allocating memory creates "Garbage", which forces the Garbage Collector (GC) to pause the entire game to clean up, causing massive micro-stutters.
147
53
 
54
+ ```csharp
55
+ // ❌ FATAL (in Update loops): Creating new objects 60x a second
56
+ void Update() {
57
+ Instantiate(bulletPrefab, gun.position, gun.rotation); // Kills the CPU
58
+ }
59
+
60
+ // ✅ EFFICIENT: Object Pooling
61
+ // Pre-allocate 100 bullets during the Loading Screen.
62
+ // Then simply toggle their active state natively.
63
+ void Fire() {
64
+ Bullet b = bulletPool.GetDisabledBullet();
65
+ b.transform.position = gun.position;
66
+ b.gameObject.SetActive(true);
67
+ }
68
+ ```
69
+
70
+ ---
71
+
72
+ ## 3. Entity Component Systems (ECS)
73
+
74
+ Traditional Object-Oriented Programming (OOP) inheritance hierarchies break down in game engines.
75
+ (e.g., `Enemy` inherits from `Character` which inherits from `Renderable`). What happens when you want a `Renderable` that isn't a `Character` but acts like an `Enemy` (like a deadly spike trap)?
76
+
77
+ **Use ECS.**
78
+
79
+ 1. **Entities:** Just a meaningless ID (e.g., `Entity 304`).
80
+ 2. **Components:** Pure localized data structs attached to an ID (e.g., `Position {x: 5, y: 10}`, `Health {hp: 100}`).
81
+ 3. **Systems:** Logic that maps continuously over structs (e.g., `MovementSystem` iterates over ALL Entities that specifically have both a `Position` AND `Velocity` component).
82
+
83
+ ---
84
+
85
+ ## 4. Multiplayer Architectures
86
+
87
+ Never trust the client. A multiplayer architecture dictates latency fundamentally.
88
+
89
+ 1. **Deterministic Lockstep (RTS / Fighting Games):**
90
+ - Transmits absolute ZERO game state (coordinates).
91
+ - Only transmits _inputs_ (Player A clicked Coordinate X).
92
+ - Both machines run the identical physics frame simultaneously.
93
+ - Extremely bandwidth efficient, but requires identical CPU math output (impossible in JS floating point Math).
94
+
95
+ 2. **Server Authoritative with Client Prediction (Modern FPS/Action):**
96
+ - The Server runs the "Real" game.
97
+ - The Client tells the server "I fired."
98
+ - Because Ping takes 50ms, the Client _predicts_ the shot landing locally (optimistic UI) so the player doesn't feel lag.
99
+ - If the server eventually disagrees, the Client aggressively rewinds and snaps the state to match the Server reality (Rubber-banding).
100
+
101
+ ---
102
+
103
+ ---
104
+
105
+ AI coding assistants often fall into specific bad habits when dealing with this domain. These are strictly forbidden:
106
+
107
+ 1. **Over-engineering:** Proposing complex abstractions or distributed systems when a simpler approach suffices.
108
+ 2. **Hallucinated Libraries/Methods:** Using non-existent methods or packages. Always `// VERIFY` or check `package.json` / `requirements.txt`.
109
+ 3. **Skipping Edge Cases:** Writing the "happy path" and ignoring error handling, timeouts, or data validation.
110
+ 4. **Context Amnesia:** Forgetting the user's constraints and offering generic advice instead of tailored solutions.
111
+ 5. **Silent Degradation:** Catching and suppressing errors without logging or re-raising.
112
+
113
+ ---
114
+
115
+ **Slash command: `/review` or `/tribunal-full`**
116
+ **Active reviewers: `logic-reviewer` · `security-auditor`**
117
+
118
+ ### ❌ Forbidden AI Tropes
119
+
120
+ 1. **Blind Assumptions:** Never make an assumption without documenting it clearly with `// VERIFY: [reason]`.
121
+ 2. **Silent Degradation:** Catching and suppressing errors without logging or handling.
122
+ 3. **Context Amnesia:** Forgetting the user's constraints and offering generic advice instead of tailored solutions.
123
+
124
+ Review these questions before confirming output:
125
+
126
+ ```
127
+ ✅ Did I rely ONLY on real, verified tools and methods?
128
+ ✅ Is this solution appropriately scoped to the user's constraints?
129
+ ✅ Did I handle potential failure modes and edge cases?
130
+ ✅ Have I avoided generic boilerplate that doesn't add value?
131
+ ```
132
+
133
+ ### 🛑 Verification-Before-Completion (VBC) Protocol
134
+
135
+ **CRITICAL:** You must follow a strict "evidence-based closeout" state machine.
136
+
137
+ - ❌ **Forbidden:** Declaring a task complete because the output "looks correct."
138
+ - ✅ **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.
139
+
140
+ ## Pre-Flight Checklist
141
+
142
+ - [ ] Have I reviewed the user's specific constraints and requests?
143
+ - [ ] Have I checked the environment for relevant existing implementations?
144
+
145
+ ## VBC Protocol (Verification-Before-Completion)
146
+
147
+ You MUST verify existing code signatures and variables before attempting to modify or call them. No hallucination is permitted.
148
148
 
149
149
  ---
150
150
 
@@ -174,6 +174,7 @@ AI coding assistants often fall into specific bad habits when dealing with this
174
174
  ### ✅ Pre-Flight Self-Audit
175
175
 
176
176
  Review these questions before confirming output:
177
+
177
178
  ```
178
179
  ✅ Did I rely ONLY on real, verified tools and methods?
179
180
  ✅ Is this solution appropriately scoped to the user's constraints?
@@ -184,5 +185,6 @@ Review these questions before confirming output:
184
185
  ### 🛑 Verification-Before-Completion (VBC) Protocol
185
186
 
186
187
  **CRITICAL:** You must follow a strict "evidence-based closeout" state machine.
188
+
187
189
  - ❌ **Forbidden:** Declaring a task complete because the output "looks correct."
188
190
  - ✅ **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.