accounts
무료Manage multiple Claude Code accounts: add, list, check, launch, and install shell aliases for 10+ isolated CLAUDE_CONFIG_DIR profiles.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
Game development: design, asset pipelines, Phaser, vanilla JS frontend, GM mode, match booking.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
설치 방법 보기설치하기 전에 에이전트에게 전달되는 지시 내용을 확인할 수 있습니다.
Five modes: Design (diagnosis, auditing, improvement), Pipeline (full lifecycle orchestration), Sprite (AI sprite generation), Phaser (2D engine builds), GM (large multi-system implementations). Cross-cutting concerns (audio, QA, deploy) load as needed. Classify the request and follow the matching section.
| Mode | Signals |
|---|---|
| Design | game design, improve game, retention, churn, core loop, audit, game feel, balance, economy |
| Pipeline | make game, scaffold, game lifecycle, game audio, deploy game, game QA |
| Sprite | AI sprite, generate character, portrait, spritesheet, animated sheet, pixel art |
| Phaser | Phaser, 2D game, platformer, arcade physics, tilemap, side scroller |
| GM | large GM implementation, multi-system GM, CPU systems, multi-wave overhaul |
If the request spans modes, load both primary references. Design + Pipeline is common (design an improvement then implement it). Sprite + Phaser is common (generate assets then wire into a Phaser game).
Evidence-led game design diagnosis with 61 runnable capabilities. Start from repository evidence; never guess when the repo can answer.
| Signal | Load |
|---|---|
| Promise, fantasy, loops, goals | references/core-loop-and-pillars.md |
| Ideation, novelty, removal, reuse | references/creative-and-options.md |
| Player motives, personas, values | references/player-and-social.md |
| Information, bias, randomness | references/cognition-and-choice.md |
| Failure, difficulty, fairness | references/fairness-and-failure.md |
| FTUE, flow, friction, session | references/pacing-and-return.md |
| Co-op, competition, social | references/social-and-competitive.md |
| Rewards, currencies, passes | references/progression-and-economy.md |
| Pitch, mood, prototype | references/emotion-and-presentation.md |
| Scope, sequence, estimates | references/planning-and-production.md |
| Full health report | All modules + references/full-diagnostic.md |
When request is bare "game design" or "what reviews are available": load references/capability-catalog.md and present the full domain-organized catalog of 61 capabilities.
When asked to improve a game's retention, churn, or engagement: load references/autonomous-improvement.md. Inspect the real game, run relevant capabilities, make the smallest safe reversible improvement, verify, leave a measurement plan.
Full lifecycle orchestration: SCAFFOLD -> ASSETS -> DESIGN -> AUDIO -> QA -> DEPLOY. Each phase can be entered independently.
| Request | Entry Phase |
|---|---|
| make a game, new game | SCAFFOLD |
| generate assets, add sprites | ASSETS |
| add juice, particles, screen shake | DESIGN |
| add audio, background music | AUDIO |
| test game, visual regression | QA |
| deploy, ship, publish, iOS | DEPLOY |
Detect engine (Three.js, Phaser, or vanilla canvas). Delegate to the appropriate engine skill or scaffold from template.
Route by asset type:
| Asset | Reference |
|---|---|
| 3D model, GLB, mesh | references/game-asset-generator.md + references/meshyai.md |
| Sprite, pixel art, tile | Load Sprite mode below |
| Image, texture, concept art | references/fal-ai-image.md |
| Environment, gaussian splat | references/worldlabs.md |
| Free assets, Sketchfab | references/asset-sources.md |
| Motion data, BVH, mocap | references/motion-pipeline.md |
Add game feel: screen shake, particles, hit-stop, juice. Load references/game-feel-patterns.md.
Web Audio API patterns, AudioManager, AudioBridge. Load references/game-audio.md.
Automated testing, visual regression, Playwright, canvas seams. Load references/game-qa.md.
| Target | Reference |
|---|---|
| GitHub Pages, Vercel, general | references/deploy.md |
| iOS via Capacitor | references/capacitor-ios.md |
| Promo video | references/promo-video.md |
AI sprite generation: portrait, portrait-loop, spritesheet, per-row animated
sheets. Load references/game-sprite-pipeline.md for the full pipeline.
references/backend-chain.md for dispatch: Codex CLI primary, Gemini fallback.references/style-presets.md for 9 era/hardware presets.Phaser 3 2D game engine builds. Load references/phaser-gamedev.md for the
full methodology.
Load references/core-patterns.md for scene lifecycle, transitions, and input handling.
| Task | Reference |
|---|---|
| Scene lifecycle, transitions | references/core-patterns.md |
| TypeScript entry, Boot/Game skeletons | references/build-scaffolds.md |
| Arcade physics, collision | references/arcade-physics.md |
| Tilemaps, tile layers | references/tilemaps.md, references/tilemaps-and-physics.md |
| Screen shake, particles, hit-stop | references/game-feel-patterns.md |
| Polish scaffolds | references/polish-scaffolds.md |
| Animate scaffolds | references/animate-scaffolds.md |
Evidence-to-live implementation for large GM programs (multi-system, multi-wave,
CPU-intensive). Load references/gm-brilliant-implementation.md for the full
methodology.
GM mode applies only when: multiple interconnected game systems change, CPU performance is a concern, or the implementation spans multiple deployment waves. If the gate fails, route to quick, workflow, or the target project's skill.
| Signal | Reference |
|---|---|
| Stage contracts, checkpoints | references/stage-contracts.md |
| CPU systems harmony | references/cpu-systems-harmony.md |
| Quality gates | references/quality-gates.md |
| Workflow DAG (34 stages) | references/workflow-dag.md |
Load when the task needs detailed patterns, catalogs, or specifications.
| Signal | Reference |
|---|---|
| 61 runnable capabilities | references/capability-catalog.md |
| Capability coverage matrix | references/capability-matrix.md |
| Full diagnostic report format | references/full-diagnostic.md |
| Individual capability specs | references/capabilities/*.md (61 files) |
| VFX containment rules | references/vfx-containment.md |
| Menus, HUD, shop, settings, or other screen UI (load first) | skills/shared-patterns/ui-design-judgment.md (game genre conventions win over web defaults), then skills/frontend/frontend/references/distinctive-frontend-design-refs/game-ui-polish.md |
| Signal | Reference |
|---|---|
| Game asset generator | references/game-asset-generator.md |
| Meshy AI 3D models | references/meshyai.md |
| Fal.ai image generation | references/fal-ai-image.md |
| WorldLabs environments | references/worldlabs.md |
| Asset sources catalog | references/asset-sources.md |
| Motion pipeline | references/motion-pipeline.md |
| Game audio | references/game-audio.md |
| Game QA | references/game-qa.md |
| Deploy targets | references/deploy.md |
| Capacitor iOS | references/capacitor-ios.md |
| Signal | Reference |
|---|---|
| Full sprite pipeline | references/game-sprite-pipeline.md |
| Backend dispatch | references/backend-chain.md |
| Style presets | references/style-presets.md |
| Pixel art patterns | references/pixel-art-sprites.md |
| Output formats | references/output-formats.md |
| Prompt rules | references/prompt-rules.md |
| Background removal | references/bg-removal-local.md |
| Frame detection | references/frame-detection.md |
| Error catalog | references/error-catalog.md |
| Signal | Reference |
|---|---|
| Full Phaser methodology | references/phaser-gamedev.md |
| Core patterns, scene lifecycle | references/core-patterns.md |
| Arcade physics | references/arcade-physics.md |
| Tilemaps and physics | references/tilemaps-and-physics.md |
| Game feel patterns | references/game-feel-patterns.md |
| Performance patterns | references/performance.md |
| Signal | Reference |
|---|---|
| Full GM methodology | references/gm-brilliant-implementation.md |
| Stage contracts | references/stage-contracts.md |
| CPU systems harmony | references/cpu-systems-harmony.md |
| Quality gates | references/quality-gates.md |
| Workflow DAG | references/workflow-dag.md |
| Anchor alignment | references/anchor-alignment.md |
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Manage multiple Claude Code accounts: add, list, check, launch, and install shell aliases for 10+ isolated CLAUDE_CONFIG_DIR profiles.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
Improve architecture across modules by deepening interfaces.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
Assessment: read-only inspection, codebase overview, value analysis, health checks, ADR consultation, decision analysis, multi-perspective critique.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
Background memory consolidation — overnight review, merge, and injection payload for memory files.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
Jev-driven browser automation: Jev picks operations, programs execute, a text model writes field values only when Jev cannot pick one from the goal.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
Write, compose, integrate, and improve programs that call Jev, TypeSafe's System One judgment model.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.