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).
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.
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).
Skill "physics-patterns" from HermeticOrmus/LibreGameDev-Claude-Code, covering physics patterns, collision layer configuration, define collision layers as constants - never magic numbers, layer values: collisionlayer and collisionmask use bitmasks and layer assignment table.
Skill "playtest-patterns" from HermeticOrmus/LibreGameDev-Claude-Code, covering playtest patterns, death heatmap collection, collect and visualize death positions as a heatmap overlay, analytics event schema and specific event types.
Skill "save-system-patterns" from HermeticOrmus/LibreGameDev-Claude-Code, covering save system patterns, core save manager, save system with versioning, atomic writes, and migration, save data model and save slot metadata (for ui).
Skill "game-ui-patterns" from HermeticOrmus/LibreGameDev-Claude-Code, covering game ui patterns, hud health bar, health bar with smooth tween animation and damage flash, menu state stack and push-down automaton for menu navigation.