Build game-ready 3D assets with Blender — props, modular kits, terrain, characters with rigs and animation, materials, LODs, collision, glTF export. Use whenever the task involves making, fixing, inspecting or exporting a 3D model, texture, environment piece or character for a game, or when someone says "make a…
How to instrument features on www.gamedev.pl so product health stays measurable — the telemetry architecture, its privacy invariants, the event vocabulary, and the questions the data must always be able to answer. Use whenever you add or change a user-facing flow (play, creation, sign-in, sharing, party mode), touch…
Safely verify code produced by any autonomous coding agent (Copilot, agy, Codex, a subagent, or a containerized CLI) before trusting or merging it. Use whenever you are about to accept, review, or merge work you did not write yourself, or when running agents in parallel against a shared repo.
Use ONCE per browser-game project to set up the game-qa infrastructure. Copies the shipped runner template, the adapter skeleton, and the journey schema; gap-fills the project's existing debug system if one is present. Skip for non-game projects.
Use ONLY for browser-game feature QA. Invoked by the feature owner to draft a test plan from a QA brief. Translates the brief into player-journey test cases — grouped by execution domain, each with evidence requirements, input mode, review mode, and required arrangement primitives declared. Outputs test-cases.json.…
Use ONLY for QA on browser-game feature work. Triggers when the engineer signals readiness for QA: "request QA on X", "verify X", "QA this", "ready for QA on X", "this should be ready, can we make sure it works?" Compiles a brief, drives test-plan sign-off, then hands off to game-qa. Skip for tooling, build scripts…