Expert 3D modeling specialist with deep knowledge of topology, UV mapping, game-ready and film-ready pipelines, DCC tool workflows (Blender, Maya, ZBrush, 3ds Max, Houdini), retopology, LOD systems, and export pipelines. This skill represents years of production experience distilled into actionable guidance. Use when…
Delegate analysis- and context-heavy work to Fractal, an agentic CLI powered by a self-harnessed Recursive Language Model (predict-rlm), by running it non-interactively (fractal -p). Reach for it when a task needs reasoning over a large or deep codebase, synthesizing an answer across many files, auditing, or…
Lightweight 3D effects for decorative elements and micro-interactions using Zdog, Vanta.js, and Vanilla-Tilt.js. Use this skill when adding pseudo-3D illustrations, animated backgrounds, parallax tilt effects, decorative 3D elements, or subtle depth effects without heavy frameworks. Triggers on tasks involving Zdog…
Use this skill whenever an LLM agent needs to search, browse, or download 3D models from Poly Pizza (poly.pizza) using their REST API. Triggers on any task involving: finding free low-poly 3D models, searching the Poly Pizza catalogue, fetching model metadata or download URLs, retrieving popular models, or downloading…
Add, translate, or audit TinyWorld UI strings across English/French/Chinese/Spanish. Use when adding user-facing gameplay text, when npm run i18n:check fails, when a string shows up in English in a non-English locale, or when adding a new language. No translation API — Codex does the translating directly, using the…
Use when changing Tiny World Builder selection placement, freehand drawing, asset clipboard, cut/copy/paste/duplicate, saved templates, or Stamps panel navigation.
Use when styling any tool/block button, palette tile, icon chip, or new clickable square in Tiny World Builder. The locked-in "block" aesthetic — a raised square with a dark category-colored outline, an inner white line, and a white-bodied glyph outlined in the same dark color. Apply this whenever a new icon…
Use when changing the in-world CCTV / "Truman Show" surveillance cameras in Tiny World Builder — render-to-texture security feeds, the black-and-white CRT/VHS monitor shader, camera placement (lobby side-cams, pumpkincam, treecams), subject tracking, or the lobby screen cutting to live feeds.
Flyable plane flight, ported from the standalone ships/flight-sim3.html arcade model. The plane is NOT a bespoke tool or object kind — it is the existing crop-duster / stunt-plane that the codebase already ships as a model-stamp (models/stuntplane.glb, stamp id stunt-plane, label "Stunt Plane"), placed through the…
Use when changing ghost board generation, path / road / river continuity, deterministic regen, edge connections, or anything that runs inside makeGhostWorld in tiny-world-builder.html.
Use when changing the home island layout, edge dressing, undersides, autoincentive sponsor banner (now a top-left logo-adjacent DOM banner), plane/crop-duster flight paths, banner streamers, or which side of the island is "front".
Use when adding, importing, designing, reviewing, or animating low-poly / stylized 3D assets in Tiny World Builder, including Three.js procedural meshes, GLB/GLTF assets, Poly Pizza models, material palettes, scale/orientation, silhouettes, clouds/planes/crop dusters, and toolbar thumbnails.
Use when editing Tiny World Builder prompts, model-generated worlds, Auto suggestions, or any model behavior that should create coherent low-poly 3D board scenes.
Use when changing the Mesh Terrain sculptor — the opt-in voxel-block landscape designer that paints per-voxel materials and pull/push-sculpts flat-topped blocks, then keeps the block mesh as the rendered terrain. Module engine/world/46-mesh-terrain.js.
Use when changing ghost boards, multiplayer preview boards, panning, ghost visibility, jigsaw reveal, or any visibility behavior around the active Tiny World board.