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Expert patterns for 2D/3D camera control including smooth following (lerp, position_smoothing), camera shake (trauma system), screen shake with frequency parameters, deadzone/drag for platformers, look-ahead prediction, and camera transitions. Use for player cameras, cinematic sequences, or multi-camera systems. Trigger keywords: Camera2D, Camera3D, SpringArm3D, position_smoothing, camera_shake, trauma_system, look_ahead, drag_margin, camera_limits, camera_transition.

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thedivergentai/Game-Design-Agentic-Skills850Updated Oct 13, 2026

Expert blueprint for TPS/hybrid shooters: soft-lock aim assist, cover validation rays, SpringArm TPS camera, and genre routing to FPS sibling for viewmodel/hitscan feel. Use for third-person/cover shooters and hybrids. Keywords: TPS, soft_lock, cover, SpringArm3D, hybrid shooter, aim assist — not FPS-only movement.

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thedivergentai/Game-Design-Agentic-Skills850Updated Oct 13, 2026

Expert blueprint for simulation and tycoon games (SimCity, RollerCoaster Tycoon, Factorio, Two Point Hospital) covering economy management, time progression, interconnected systems, NPC simulation, and feedback loops. Use when building management sims, tycoon games, city builders, or resource optimization games. Keywords tycoon, economy system, resource management, time scale, feedback loop, progression unlock, simulation tick.

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thedivergentai/Game-Design-Agentic-Skills850Updated Oct 13, 2026

Expert blueprint for open world games including chunk-based streaming (load/unload regions dynamically), floating origin (prevent precision jitter beyond 5000 units), HLOD (hierarchical LOD for distant meshes), persistent state (track entity changes across unloaded chunks), POI discovery systems (compass, markers), and threaded loading (prevent stutters). Use for RPGs, sandboxes, or exploration games. Trigger keywords: open_world, chunk_streaming, floating_origin, HLOD, persistent_state, POI_discovery, threaded_loading.

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thedivergentai/Game-Design-Agentic-Skills850Updated Oct 13, 2026

Expert patterns for input handling covering InputMap actions, InputEvent processing, controller support, rebinding, deadzones, and input buffering. Use when setting up player controls, implementing input systems, or adding gamepad/accessibility features. Keywords InputMap, InputEvent, gamepad, controller, rebinding, deadzone, input buffer.

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thedivergentai/Game-Design-Agentic-Skills850Updated Oct 13, 2026

Expert blueprint for romance games and dating sims (Tokimeki Memorial, Monster Prom, Persona social links) focusing on affection systems, multi-stat relationships, dated events, and route branching. Use when building relationship-centric games, social simulations, or otome games. Keywords romance, dating sim, affection system, relationship stats, date events, character routes, love interest.

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thedivergentai/Game-Design-Agentic-Skills850Updated Oct 13, 2026

Expert blueprint for roguelikes including procedural generation (Walker method, BSP rooms), permadeath with meta-progression (unlock persistence), run state vs meta state separation, seeded RNG (shareable runs), loot/relic systems (hook-based modifiers), and difficulty scaling (floor-based progression). Use for dungeon crawlers, action roguelikes, or roguelites. Trigger keywords: roguelike, procedural_generation, permadeath, meta_progression, seeded_RNG, relic_system, run_state.

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thedivergentai/Game-Design-Agentic-Skills850Updated Oct 13, 2026

Expert blueprint for MOBA games including lane logic (minion wave spawning every 30s), tower aggro priority (hero attacking ally over minion over hero), click-to-move controls (RTS-style raycasting), hero ability systems (QWER cooldowns, mana cost), fog of war (SubViewport projections), and authoritative networking (server validates damage). Use for competitive 5v5 or arena games. Trigger keywords: MOBA, lane_manager, minion_waves, tower_aggro, click_to_move, ability_cooldowns, fog_of_war, comeback_mechanics.

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thedivergentai/Game-Design-Agentic-Skills850Updated Oct 13, 2026

Bevy ECS skill for mobile. Keywords: Bevy, mobile, android, touch, ASTC, gestures.

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thedivergentai/Game-Design-Agentic-Skills850Updated Oct 13, 2026

Bevy ECS skill for runtime cost. Keywords: Bevy, parallel systems, chain, FrameTimeDiagnosticsPlugin, Handles.

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thedivergentai/Game-Design-Agentic-Skills850Updated Oct 13, 2026

Expert patterns for migrating 2D games to 3D including node type conversions, camera systems (third-person, first-person, orbit), physics layer migration, sprite-to-model art pipeline, and control scheme adaptations. Use when porting 2D projects to 3D or adding 3D elements. Trigger keywords: CharacterBody2D to CharacterBody3D, Area2D to Area3D, Camera2D to Camera3D, Vector2 to Vector3, collision_layer migration, sprite to MeshInstance3D, 2D to 3D conversion.

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thedivergentai/Game-Design-Agentic-Skills850Updated Oct 13, 2026

Expert patterns for RPG/action ability systems including cooldown strategies, combo systems, ability chaining, skill trees with prerequisites, upgrade paths, and resource management. Use when implementing unlockable abilities, character progression, or complex skill systems. Trigger keywords: PlayerAbility, AbilityManager, cooldown, SkillTree, SkillNode, prerequisites, can_use, execute, ComboSystem, ability_chain, global_cooldown, charge_system, upgrade_path.

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thedivergentai/Game-Design-Agentic-Skills850Updated Oct 13, 2026

Bevy ECS skill for persistence boundaries. Keywords: Bevy, save, Resource, Scene, AssetServer.

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thedivergentai/Game-Design-Agentic-Skills850Updated Oct 13, 2026

Bevy ECS skill for procedural generation. Keywords: Bevy, procedural, seed, dungeon, terrain, ECS.

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thedivergentai/Game-Design-Agentic-Skills850Updated Oct 13, 2026

Bevy ECS skill for inventories. Keywords: Bevy, inventory, stack, item, ECS.

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thedivergentai/Game-Design-Agentic-Skills850Updated Oct 13, 2026

Expert patterns for Godot 3D PBR materials using StandardMaterial3D including albedo, metallic/roughness workflows, normal maps, ORM texture packing, transparency modes, and shader conversion. Use when creating realistic 3D surfaces, PBR workflows, or material optimization. Trigger keywords: StandardMaterial3D, BaseMaterial3D, albedo_texture, metallic, metallic_texture, roughness, roughness_texture, normal_texture, normal_enabled, orm_texture, transparency, alpha_scissor, alpha_hash, cull_mode, ShaderMaterial, shader parameters.

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thedivergentai/Game-Design-Agentic-Skills850Updated Oct 13, 2026

Expert patterns for Godot 3D lighting including DirectionalLight3D shadow cascades, OmniLight3D attenuation, SpotLight3D projectors, VoxelGI vs SDFGI, and LightmapGI baking. Use when implementing realistic 3D lighting, shadow optimization, global illumination, or light probes. Trigger keywords: DirectionalLight3D, OmniLight3D, SpotLight3D, shadow_enabled, directional_shadow_mode, directional_shadow_split, omni_range, omni_attenuation, spot_range, spot_angle, VoxelGI, SDFGI, LightmapGI, ReflectionProbe, Environment, WorldEnvironment.

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thedivergentai/Game-Design-Agentic-Skills850Updated Oct 13, 2026

Bevy ECS skill for spatial queries. Keywords: Bevy, raycast, shapecast, picking, physics query.

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thedivergentai/Game-Design-Agentic-Skills850Updated Oct 13, 2026

Bevy ECS skill for shaders. Keywords: Bevy, shader, material, bevy_shader, bevy_material, StandardMaterial.

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thedivergentai/Game-Design-Agentic-Skills850Updated Oct 13, 2026

Bevy ECS skill for quests. Keywords: Bevy, quest, objective, ECS, state.

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thedivergentai/Game-Design-Agentic-Skills850Updated Oct 13, 2026

Bevy ECS skill for 3D physics. Keywords: Bevy, physics, ECS, 3D.

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thedivergentai/Game-Design-Agentic-Skills850Updated Oct 13, 2026

Bevy ECS skill for 2D physics. Keywords: Bevy, physics, 2D, ECS, collision.

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thedivergentai/Game-Design-Agentic-Skills850Updated Oct 13, 2026

Bevy ECS skill for secrets and discovery flags. Keywords: Bevy, secrets, discovery, flags, ECS.

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thedivergentai/Game-Design-Agentic-Skills850Updated Oct 13, 2026

Bevy ECS skill for a Bevy downed and revival loop. Keywords: Bevy, revival, downed, respawn, ECS.

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thedivergentai/Game-Design-Agentic-Skills850Updated Oct 13, 2026