
Prepare and optimize browser-game 3D assets. Use when the user asks for GLB or glTF shipping work, including Blender cleanup and export, collision or LOD setup, compression, texture packaging, and runtime validation.
Build React-hosted 3D browser games with React Three Fiber. Use when the user wants pmndrs-based scene composition, shared React state, and 3D HUD integration inside a React app.
Set browser-game architecture before implementation. Use when the user needs engine choice, simulation and render boundaries, input model, asset organization, or save/debug/performance strategy.
Run browser-game playtests and frontend QA. Use when the user asks for smoke tests, screenshot-based verification, browser automation, HUD or overlay review, or structured issue-finding in a browser game.
Generate and normalize 2D sprite animations. Use when the user asks for full-strip generation from approved source frames, consistent anchor and scale normalization, or preview assets for browser-game animation.
Design and configure the asset sourcing, generation, provenance, compliance, optimization, and import pipeline for game projects. Use after repo-scaffold-factory when a generated repo needs machine-checkable asset truth.
Create project-local OpenCode skills populated with actual project data, stack-specific conventions, downstream model operating guidance, and domain-specific procedures. Use after scaffolding to replace generic skill placeholders with real project-aware guidance that helps agents work effectively in this specific repo.
Create concise project handoff artifacts, especially a top-level START-HERE document and resume context for the next session or machine. Use when scaffolding finishes, a milestone closes, or long-running autonomous work needs a compact restart surface.
Orchestrate the full Scafforge kickoff flow for greenfield, retrofit, pivot, managed-repair, or diagnosis/review work. Use when asked to scaffold a new repo, add the OpenCode operating layer to an existing repo, apply a midstream feature or design change, repair a Scafforge-managed workflow contract, or diagnose an in-progress project. This is the single public entrypoint and routes to the correct downstream skills automatically.
Run Scafforge's host-side diagnosis flow for an existing repository. Use when a repo needs workflow diagnosis, contract verification, professional codebase review, or a four-report diagnosis pack with evidence-backed ticket recommendations and no repair edits.
Normalize one or more source specs, notes, pasted chats, and Markdown planning documents into a single canonical brief, decision packet, and constraints summary. Use when given messy or multi-file project requirements that need to become a clean source of truth before scaffolding.
Apply Scafforge's host-side managed repair flow for an existing repository. Use when diagnosis has already identified safe workflow repairs, managed-surface replacement, or contract-refresh work that should be applied with provenance and post-repair verification.
Create a repo-local ticket system with an index, machine-readable manifest, board, and individual ticket files. Use when a repo needs task decomposition that autonomous agents can follow without re-planning the whole project each session.
Design and generate a project-specific OpenCode agent team with specialized agents, tools, plugins, commands, and skills tailored to the project type and stack. Use after the base scaffold exists to customize the generic agent templates into project-aware specialists.
Design and harden agent, command, workflow, and tool prompts for reliable execution across different AI models. Use when creating or revising repo-local agents to apply model-specific prompting techniques, tighten scope, and prevent common agent failure modes like doom loops, status-over-evidence routing, and impossible read-only delegation.
Generate the base repository file structure including README, AGENTS.md, docs layout, ticket templates, and the full OpenCode scaffold with agents, tools, plugins, commands, and skills. Use when creating a greenfield repo foundation. This generates a generic starting structure that other skills then customize.
Generate and normalize 2D sprite animations. Use when the user asks for full-strip generation from approved source frames, consistent anchor and scale normalization, or preview assets for browser-game animation.
Implement browser-game runtimes with plain Three.js. Use when the user wants imperative scene control in TypeScript or Vite with GLB assets, loaders, physics, and low-level WebGL debugging.
Implement 2D browser games with Phaser. Use when the user wants a Phaser, TypeScript, and Vite stack for scenes, gameplay systems, cameras, sprite animation, and DOM-overlay HUD patterns.
Use when validating Android feature flows in an emulator with adb-driven launch, input, UI-tree inspection, screenshots, and logcat capture.
Best practices for Remotion - Video creation in React
Route early browser-game work. Use when the user needs stack selection and workflow planning across design, implementation, assets, and playtesting before moving to a specialist skill.
Run browser-game playtests and frontend QA. Use when the user asks for smoke tests, screenshot-based verification, browser automation, HUD or overlay review, or structured issue-finding in a browser game.
Route early browser-game work. Use when the user needs stack selection and workflow planning across design, implementation, assets, and playtesting before moving to a specialist skill.
Design UI surfaces for browser games. Use when the user asks for HUDs, menus, overlays, responsive layouts, or visual direction that must protect the playfield.
Implement 2D browser games with Phaser. Use when the user wants a Phaser, TypeScript, and Vite stack for scenes, gameplay systems, cameras, sprite animation, and DOM-overlay HUD patterns.
Build React-hosted 3D browser games with React Three Fiber. Use when the user wants pmndrs-based scene composition, shared React state, and 3D HUD integration inside a React app.
Implement browser-game runtimes with plain Three.js. Use when the user wants imperative scene control in TypeScript or Vite with GLB assets, loaders, physics, and low-level WebGL debugging.
Prepare and optimize browser-game 3D assets. Use when the user asks for GLB or glTF shipping work, including Blender cleanup and export, collision or LOD setup, compression, texture packaging, and runtime validation.
Set browser-game architecture before implementation. Use when the user needs engine choice, simulation and render boundaries, input model, asset organization, or save/debug/performance strategy.
Route a midstream feature, design, architecture, or workflow change through Scafforge's host-side pivot flow. Use when an existing repo needs a controlled contract update that changes canonical truth, ticket lineage, or managed workflow surfaces without collapsing into improvised repair or ad hoc backlog edits.
Design UI surfaces for browser games. Use when the user asks for HUDs, menus, overlays, responsive layouts, or visual direction that must protect the playfield.