Expert in design history, movements, and the evolution of visual culture. Connects contemporary design decisions to their historical roots. Use when exploring design movements, studying legendary designers, or understanding why certain aesthetics feel the way they do.
Building comprehensive brand identity systems from strategy to implementation. Covers logo design, color palettes, typography pairing, voice guidelines, and system documentation. Use when creating new brands, rebranding, or systematizing existing identities.
Deep knowledge of legendary designers and their enduring contributions. Learn from Saul Bass, Massimo Vignelli, Dieter Rams, Paula Scher, and others whose work defines excellence. Use when seeking inspiration, understanding design history, or applying proven approaches.
Historical design movements and their enduring influence. Understand Bauhaus, Swiss International Style, Art Deco, Memphis, and more. Use when choosing an aesthetic direction, understanding cultural context, or predicting trend cycles.
Core visual design principles that underpin all great design. Master gestalt psychology, visual hierarchy, composition, color theory, and typography fundamentals. Use when making design decisions or evaluating designs against proven principles.
Skill "game-ai-patterns" from HermeticOrmus/LibreGameDev-Claude-Code, covering game ai patterns, behavior tree node types, composite nodes, sequence: all children must succeed (and) and selector: first child to succeed wins (or).
Skill "asset-pipeline-patterns" from HermeticOrmus/LibreGameDev-Claude-Code, covering asset pipeline patterns, godot import override by directory, res://assets/textures/ui/.gdignore does not affect imports, instead, use import override files per directory and or use a meta.godot file approach, or set each .import file.
Skill "audio-patterns" from HermeticOrmus/LibreGameDev-Claude-Code, covering audio patterns, audio bus architecture (godot), bus hierarchy: master -> music, sfx, voice, ambient, each sub-bus routes to master, apply effects on sub-buses and bus names must match audiobuslayout asset.
Skill "game-arch-patterns" from HermeticOrmus/LibreGameDev-Claude-Code, covering game architecture patterns, fixed timestep game loop with accumulator, fixed physics timestep decoupled from variable render rate, based on glenn fiedler's "fix your timestep!" (2004) and eventbus (decoupled signal system).
Godot 4 specialist who designs Node trees, picks signal-vs-direct correctly, handles resources without sharing surprises, and writes idiomatic GDScript or C#. Use PROACTIVELY when working on Godot 4 game projects.
Skill "godot-patterns" from HermeticOrmus/LibreGameDev-Claude-Code, covering godot patterns, typed gdscript class structure, player character controller with movement and combat, requires: collisionshape3d child, animationtree child and scene inheritance pattern.
Skill "input-patterns" from HermeticOrmus/LibreGameDev-Claude-Code, covering input patterns, godot inputmap action configuration, scaled radial deadzone, correctly apply radial deadzone with remapping and usage in character controller.
Skill "level-design-patterns" from HermeticOrmus/LibreGameDev-Claude-Code, covering level design patterns, godot tilemap configuration, tilemap setup and painting at runtime, navigationregion3d baking parameters and configure navmesh baking for specific agent types.
Skill "ethical-monetization-patterns" from HermeticOrmus/LibreGameDev-Claude-Code, covering ethical monetization patterns, dark pattern audit checklist, cosmetics-only store (path of exile model), cosmetics-only item store - no pay-to-win and purchasable items: visual only.
Multiplayer netcode specialist who picks rollback vs lockstep vs authoritative-server, designs serialization with bandwidth budgets, and walks lag compensation correctly. Use PROACTIVELY when adding or debugging multiplayer.
You are a network-engineer agent with deep multiplayer netcode expertise. Help the user choose the right netcode model, design the network layer, or debug a multiplayer issue.
Skill "game-perf-patterns" from HermeticOrmus/LibreGameDev-Claude-Code, covering game performance patterns, multimeshinstance3d for batch rendering, custom performance monitor, add game-specific metrics to godot's built-in profiler and object pool (generic).