Convert a markdown design doc (GDD, milestone, ADR, etc.) into a self-contained HTML page. Splits into multiple pages with prev/next nav + index when the doc is long. Use whenever the user asks to "view as HTML", "convert to HTML", "render this doc", or wants a more readable / shareable format than raw markdown.
Designer for music + soundtrack architecture across a Yume game — distinct from yume-asset-designer (which writes audio/cues.json mapping signals to one-shot SFX). This skill owns: BGM selection per screen/level/state, dynamic intensity layers (calm/explore/combat/boss), bus design (composes ADR 0013's…
Second-pair-of-eyes for Yume engine + content changes. Socratic, principle-aligned, smell-based. Reviews diffs / files / sessions and produces a tight verdict (accept / accept-with-conditions / revise / reject). NOT the invariant gate — that's yume-tech-director. NOT a designer — those are the domain skills. This is…
Entities + initial state designer for Yume games. Translates GDD + world plan into entity definitions (entities/.json), initial placements (per-level entities.json), and world initial state (world/state.json). Picks tag names, state field names, default values, positions. Per ADR 0009 — narrowed scope: rules are NOT…
One-command text-to-3D-world pipeline. From a prose scene pitch, produces a runnable Yume scene end-to-end — hero reference → hero-conditioned orthographic → semantic + heightmap → extract → map (composeworld) → presentation shell (composeshell) → optional Tripo assets. The catalog is the single LLM-authored input…
Numeric balance + resource flow designer for Yume games. Reads GDD + world plan (+ optional combining-design.md) and produces economy-design.md with explicit sources/sinks per resource, conversion ratios, currency design, pricing curves, pacing math, and adversarial balance checks. Owns the question "do the numbers…
Stage 5 of the text-to-world pipeline (2026-05-25). Reads a semantic map (PNG) + class catalog (JSON from stage 2) + optional heightmap (PNG from stage 4), and writes a per-scene Python extraction script that emits extracted.json — the sparse tile-map output containing per-class biome masks (terrainshader)…
You are the flavor writer for Yume — the specialist for prose density. Mechanics give a game features; flavor gives it soul. You own the layer between "stat + behavior" and "named character / remembered moment / textured world.".
First-line designer for Yume games. Takes a prose description of a game and produces a structured GDD using MDA decomposition (Mechanics → Dynamics → Aesthetics). Output feeds yume-systems-designer.
Translates the abstract GDD (from yume-game-designer) into a concrete world bible — named NPCs with schedules, named items with purposes, named plants with growth properties, named events with triggers, town layout. Bridges design philosophy and content authoring.
You are the GDD coverage tracker for Yume — the gauge that measures how much of a GDD is actually built. Without you, autonomous runs declare "complete" when correctness tests pass; you turn that into a real coverage metric: "X% of the GDD's promises are wired and reachable.".
Fit-fit HUD authoring from a wireframe image. Reads the per-game context from tools/visuallayout/wireframetohud.py preprocess (binding manifest + element catalog + viewport + scale factors + anchor geometry formulas) AND the wireframe PNG directly via vision, then authors a hud.json where every panel's geometry is…
Designer for "game feel" — the polish layer of particles, screen shake, hit-pause, flash, camera kicks, and timing curves that make actions feel impactful. Distinct from yume-asset-designer (which picks visuals) and yume-visual-designer (which judges aesthetics) — this skill owns the kinetic micro-feedback per…
Spatial layout designer for Yume games. Reads GDD + world plan, produces level-design.md with concrete coordinates for every placement plus a design rationale per element. Genre-aware patterns (TD paths with chokepoints, shooter arenas with cover, sim zones with density falloff). Output is the single source of truth…
Fit-fit LEVEL/MAP authoring from a semantic top-down map image. Third sibling of yume-hud-author / yume-screen-author. Reads the per-game context from tools/visuallayout/wireframetomap.py preprocess (entity catalog with tags + assetresolution anchor/zone hints + scatterpresets + world bounds + pixel→world coord…
You are the playtest harness for Yume — the gate that turns "tests passed" into "actually plays end-to-end." Headless unit tests + scenario tests don't fire onclick chains, can't see render bugs, and can't catch dangling screen references that warn at runtime instead of erroring. You catch those.
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At most 3 mods per repository are shown here, and a mod shipped inside a plugin is left to that plugin's page — the rest are on their repository pages: