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Claude Skills by IdoCohen560
github.com/IdoCohen560343 skills0 installs422 views
- StartFirst-time onboarding — asks where you are, then guides you to the right workflow. No assumptions.Votes: 0GitHub stars: 17
- Story DoneEnd-of-story completion review. Reads the story file, verifies each acceptance criterion against the implementation, checks for GDD/ADR deviations, prompts code review, updates story status to Complete, and surfaces the next ready story from the sprint.Votes: 0GitHub stars: 17
- Story ReadinessValidate that a story file is implementation-ready. Checks for embedded GDD requirements, ADR references, engine notes, clear acceptance criteria, and no open design questions. Produces READY / NEEDS WORK / BLOCKED verdict with specific gaps. Use when user says 'is this story ready', 'can I start on this story', 'is story X ready to implement'.Votes: 0GitHub stars: 17
- Team AudioOrchestrate audio team: audio-director + sound-designer + technical-artist + gameplay-programmer for full audio pipeline from direction to implementation.Votes: 0GitHub stars: 17
- Team CombatOrchestrate the combat team: coordinates game-designer, gameplay-programmer, ai-programmer, technical-artist, sound-designer, and qa-tester to design, implement, and validate a combat feature end-to-end.Votes: 0GitHub stars: 17
- Team LevelOrchestrate level design team: level-designer + narrative-director + world-builder + art-director + systems-designer + qa-tester for complete area/level creation.Votes: 0GitHub stars: 17
- Team Live OpsOrchestrate the live-ops team for post-launch content planning: coordinates live-ops-designer, economy-designer, analytics-engineer, community-manager, writer, and narrative-director to design and plan a season, event, or live content update.Votes: 0GitHub stars: 17
- Team NarrativeOrchestrate the narrative team: coordinates narrative-director, writer, world-builder, and level-designer to create cohesive story content, world lore, and narrative-driven level design.Votes: 0GitHub stars: 17
- Team PolishOrchestrate the polish team: coordinates performance-analyst, technical-artist, sound-designer, and qa-tester to optimize, polish, and harden a feature or area for release quality.Votes: 0GitHub stars: 17
- Team QaOrchestrate the QA team through a full testing cycle. Coordinates qa-lead (strategy + test plan) and qa-tester (test case writing + bug reporting) to produce a complete QA package for a sprint or feature. Covers: test plan generation, test case writing, smoke check gate, manual QA execution, and sign-off report.Votes: 0GitHub stars: 17
- Team ReleaseOrchestrate the release team: coordinates release-manager, qa-lead, devops-engineer, and producer to execute a release from candidate to deployment.Votes: 0GitHub stars: 17
- Team UiOrchestrate the UI team through the full UX pipeline: from UX spec authoring through visual design, implementation, review, and polish. Integrates with /ux-design, /ux-review, and studio UX templates.Votes: 0GitHub stars: 17
- Tech DebtTrack, categorize, and prioritize technical debt across the codebase. Scans for debt indicators, maintains a debt register, and recommends repayment scheduling.Votes: 0GitHub stars: 17
- Test Evidence ReviewQuality review of test files and manual evidence documents. Goes beyond existence checks — evaluates assertion coverage, edge case handling, naming conventions, and evidence completeness. Produces ADEQUATE/INCOMPLETE/MISSING verdict per story. Run before QA sign-off or on demand.Votes: 0GitHub stars: 17
- Test FlakinessDetect non-deterministic (flaky) tests by reading CI run logs or test result history. Aggregates pass rates per test, identifies intermittent failures, recommends quarantine or fix, and maintains a flaky test registry. Best run during Polish phase or after multiple CI runs.Votes: 0GitHub stars: 17
- Test HelpersGenerate engine-specific test helper libraries for the project's test suite. Reads existing test patterns and produces tests/helpers/ with assertion utilities, factory functions, and mock objects tailored to the project's systems. Reduces boilerplate in new test files.Votes: 0GitHub stars: 17
- Test SetupScaffold the test framework and CI/CD pipeline for the project's engine. Creates the tests/ directory structure, engine-specific test runner configuration, and GitHub Actions workflow. Run once during Technical Setup phase before the first sprint begins.Votes: 0GitHub stars: 17
- Tools Unity AddressablesUnity Addressables patterns for asset loading, memory management, reference counting, and remote content delivery.Votes: 0GitHub stars: 17
- Tools Unity AnimationUnity animation patterns including Animancer, state machines, and performance optimization.Votes: 0GitHub stars: 17
- Tools Unity Behavior DesignerBehavior Designer patterns for AI behavior trees including task creation, shared variables, conditionals, and debugging.Votes: 0GitHub stars: 17
- Tools Unity CinemachineUnity Cinemachine camera system patterns including virtual cameras, blending, and state-driven cameras.Votes: 0GitHub stars: 17
- Tools Unity FlowcanvasFlowCanvas visual scripting patterns for abilities, custom nodes, and graph execution.Votes: 0GitHub stars: 17
- Tools Unity Gameplay Ability SystemGameplay Ability System patterns for abilities, effects, attributes, and tags including recursion safety and lifecycle management.Votes: 0GitHub stars: 17
- Tools Unity MemorypackMemoryPack high-performance binary serialization for Unity including custom formatters, versioning, and performance patterns.Votes: 0GitHub stars: 17
- Tools Unity NavmeshUnity NavMesh pathfinding patterns, safety checks, and performance optimization.Votes: 0GitHub stars: 17
- Tools Unity Object PoolingObject pooling patterns for Unity to reduce GC allocations and improve performance.Votes: 0GitHub stars: 17
- Tools Unity PhysicsUnity physics patterns including character controllers, collision handling, and tunneling prevention.Votes: 0GitHub stars: 17
- Tools Unity PrimetweenPrimeTween high-performance tweening library patterns for animations, UI, and sequencing.Votes: 0GitHub stars: 17
- Tools Unity ProfilingUnity profiling patterns including ProfilerMarkers, FrameTimingManager, memory profiling, and performance budgets.Votes: 0GitHub stars: 17
- Tools Unity Scriptable ObjectsUnity ScriptableObject patterns for data management, configuration, and runtime systems.Votes: 0GitHub stars: 17
- Tools Unity SentrySentry Unity SDK integration patterns for error tracking, performance monitoring, transactions, spans, and custom instrumentation.Votes: 0GitHub stars: 17
- Tools Unity State MachineState machine patterns for Unity including hierarchical states, async transitions, and cleanup safety.Votes: 0GitHub stars: 17
- Tools Unity Test FrameworkUnity Test Framework patterns for EditMode and PlayMode tests including async testing, mocking, and test organization.Votes: 0GitHub stars: 17
- Tools Unity UguiUnity UI patterns including Canvas optimization, list virtualization, and mobile-friendly UI.Votes: 0GitHub stars: 17
- Tools Unity UnitaskUniTask async/await patterns for Unity including cancellation, lifecycle binding, and coroutine interop.Votes: 0GitHub stars: 17
- Tools Unity VcontainerVContainer dependency injection patterns for Unity including lifecycle management, scoped registrations, and common pitfalls.Votes: 0GitHub stars: 17
- Tools Unity WwiseWwise audio middleware integration for Unity including events, banks, RTPC, spatial audio, and callback handling.Votes: 0GitHub stars: 17
- Unity 2dUnity 6 2D game development guide. Use when building 2D games, working with sprites, sprite atlas, SpriteRenderer, tilemaps, 2D physics (Rigidbody2D, Collider2D), 2D lighting, sorting layers, or sorting groups. Based on Unity 6.3 LTS documentation.Votes: 0GitHub stars: 17
- Unity 3d MathUnity 3D math correctness patterns. Catches common mistakes with coordinate spaces, Quaternion, Vector3, Plane, Bounds, Transform hierarchies, raycasting projection, and floating-point precision. PATTERN format: WHEN/WRONG/RIGHT/GOTCHA. Based on Unity 6.3 LTS documentation.Votes: 0GitHub stars: 17
- Unity Ai NavigationUnity 6 AI and navigation guide. Use when working with NavMesh, pathfinding, NavMeshAgent, NavMeshSurface, NavMeshObstacle, off-mesh links, or Unity Sentis (ML model inference). Covers AI navigation package, runtime NavMesh baking, and common AI patterns like state machines and behavior trees. Based on Unity 6.3 LTS documentation.Votes: 0GitHub stars: 17
- Unity AnimationUnity 6 animation system guide. Use when working with Animator Controllers, animation state machines, blend trees, animation clips, Avatar system, humanoid rigs, root motion, animation events, Timeline, or Cinemachine. Based on Unity 6.3 LTS documentation.Votes: 0GitHub stars: 17
- Unity Async PatternsUnity async and coroutine correctness patterns. Catches common mistakes with Awaitable double-await, missing cancellation tokens, thread context after BackgroundThreadAsync, coroutine error swallowing, batch mode WaitForEndOfFrame, and Addressables handle leaks. PATTERN format: WHEN/WRONG/RIGHT/GOTCHA. Based on Unity 6.3 LTS documentation.Votes: 0GitHub stars: 17
- Unity AudioUnity 6 audio system guide. Use when working with sound effects, music, AudioSource, AudioClip, AudioListener, Audio Mixer, spatial audio, or audio optimization. Covers 3D sound, mixer groups, snapshots, and audio import settings. Based on Unity 6.3 LTS documentation.Votes: 0GitHub stars: 17
- Unity CinemachineUnity 6 Cinemachine camera system guide. Use when working with virtual cameras, camera blending, follow cameras, FreeLook, camera shake, or state-driven cameras. Covers Cinemachine 3.x API. Based on Unity 6.3 LTS documentation.Votes: 0GitHub stars: 17
- Unity Data DrivenUnity data-driven design architecture. ScriptableObject config hierarchies, JSON data pipelines, designer handoff workflows, data versioning and migration, Inspector attributes for self-documenting configs. DECISION format: WHEN/DECISION/SCAFFOLD/GOTCHA. Based on Unity 6.3 LTS.Votes: 0GitHub stars: 17
- Unity Ecs DotsUnity 6 ECS/DOTS development guide. Use when working with Entity Component System, data-oriented design, Jobs system, or Burst Compiler. Covers Entities, IComponentData, ISystem, EntityManager, baking, Jobs, and Burst. Based on Unity 6.3 LTS documentation.Votes: 0GitHub stars: 17
- Unity Editor ToolsUnity 6 editor scripting and custom tools guide. Use when creating custom inspectors, EditorWindows, PropertyDrawers, Gizmos, Handles, menu items, or editor extensions. Covers SerializedObject/SerializedProperty pattern, AssetDatabase, and editor-only code with #if UNITY_EDITOR. Based on Unity 6.3 LTS documentation.Votes: 0GitHub stars: 17
- Unity FoundationsUnity 6 core concepts and architecture guide. Use when working with GameObjects, Components, Transforms, Scenes, Prefabs, ScriptableObjects, or Unity project structure. Covers the entity-component architecture, object hierarchy, tags, layers, and project conventions. Based on Unity 6.3 LTS documentation.Votes: 0GitHub stars: 17
- Unity Game ArchitectureUnity game architecture decision patterns. Service Locator vs Singleton vs DI, Event Bus vs ScriptableObject channels, MonoBehaviour vs plain C#, component composition, manager bootstrap sequences. DECISION format: WHEN/DECISION/SCAFFOLD/GOTCHA. Based on Unity 6.3 LTS.Votes: 0GitHub stars: 17
- Unity Game LoopUnity game loop and progression design-to-code translation. Core loop scaffolding, session lifecycle, win/lose condition architecture, meta loop hooks, tunable difficulty, pacing & encounter timing. DESIGN INTENT format: INTENT/WRONG/RIGHT/SCAFFOLD/DESIGN HOOK. Based on Unity 6.3 LTS.Votes: 0GitHub stars: 17