Auditoria de audio: voice count, CPU, memoria, streaming, compliance de loudness (ASWG-R001), conformidad de assets contra spec y checklist por plataforma. Usar para: QA de audio, performance de audio, verificar loudness, revisar assets, pre-certificacion.
Audio Bible authoring: sonic palette, emotional targets per game state, frequency allocation, mix hierarchy, audio standards. Usar para: direccion de audio, paleta sonora, identidad sonora del juego.
Mezcla de juego: jerarquia de buses, ducking y sidechain, mix states/snapshots, frequency masking, headroom y targets de loudness. Usar para: estructura de buses, ducking de dialogo, mix dinamico, resolver que el mix suena barroso.
Design AWS architectures with CloudFormation/CDK IaC, serverless patterns, cost optimization, and CI/CD for Lambda, API Gateway, DynamoDB, ECS, and Aurora.
Rigging y animacion en Blender para engines: armature y naming de huesos, weights, constraints e IK que hay que bakear, FCurves, acciones y NLA como clips, root motion, retargeting de Mixamo, shape keys. Usar para: animar en blender, rig, armature, retarget mixamo, root motion, shape keys.
Foundation de Blender: version instalada, MCP recomendado (comunidad vs oficial), modo headless, unidades y ejes, estructura de assets. Los demas blender- dependen de este. Usar para: setup blender, contexto blender, mcp blender, blender headless.
Exporta desde Blender al engine y valida el resultado: eleccion de formato (glTF/GLB, FBX, .blend), settings que importan, export headless reproducible y validacion automatica de tris, UVs, escala, texturas y clips con validategltf.py. Usar para: exportar de blender, glb, fbx, validar export, blender a unity, blender…
Materiales y texturas en Blender para assets de juego: Principled BSDF, UVs y lightmap UV1, bake de procedurales a textura, color space, normal maps OpenGL vs DirectX, atlas y draw calls. Usar para: materiales blender, texturas, UV unwrap, bake, shader nodes, normal map.
Modelado en Blender para assets de juego: presupuesto de triangulos, topologia (quads, edge loops, poles), stack de modifiers, booleans, LODs y retopo, bmesh via script. Usar para: modelar en blender, topologia, modifiers, retopo, LOD, decimate.
Assembles comprehensive board and investor update decks by pulling perspectives from all C-suite roles. Covers structure, narrative framework, bad news delivery, and common mistakes.
Captura sin friccion al dump del dia en el vault de Obsidian: tareas, ideas, links, transcripciones. Sin tags, sin decidir donde va. Triggers: anota, capturar, brain dump, tirame esto al vault, apunta esto, agregar al inbox, dump del dia.
Guided game concept ideation — from zero idea to a structured game concept document. Uses professional studio ideation techniques, player psychology frameworks, and structured creative exploration.
Creates a structured bug report from a description, or analyzes code to identify potential bugs. Ensures every bug report has full reproduction steps, severity assessment, and context.
Triage open bugs: re-evaluate priority/severity, assign to sprints, surface trends, produce triage report.
★not rated 2 todayA30 tokens
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: