accounts
無料Manage multiple Claude Code accounts: add, list, check, launch, and install shell aliases for 10+ isolated CLAUDE_CONFIG_DIR profiles.
日本語の概要は準備中です。原文の説明を表示しています。
Game development: design, asset pipelines, Phaser, vanilla JS frontend, GM mode, match booking.
インストール方法を見るインストールする前に、エージェントに与えられる指示の中身を確認できます。
Five modes: Design (diagnosis, auditing, improvement), Pipeline (full lifecycle orchestration), Sprite (AI sprite generation), Phaser (2D engine builds), GM (large multi-system implementations). Cross-cutting concerns (audio, QA, deploy) load as needed. Classify the request and follow the matching section.
| Mode | Signals |
|---|---|
| Design | game design, improve game, retention, churn, core loop, audit, game feel, balance, economy |
| Pipeline | make game, scaffold, game lifecycle, game audio, deploy game, game QA |
| Sprite | AI sprite, generate character, portrait, spritesheet, animated sheet, pixel art |
| Phaser | Phaser, 2D game, platformer, arcade physics, tilemap, side scroller |
| GM | large GM implementation, multi-system GM, CPU systems, multi-wave overhaul |
If the request spans modes, load both primary references. Design + Pipeline is common (design an improvement then implement it). Sprite + Phaser is common (generate assets then wire into a Phaser game).
Evidence-led game design diagnosis with 61 runnable capabilities. Start from repository evidence; never guess when the repo can answer.
| Signal | Load |
|---|---|
| Promise, fantasy, loops, goals | references/core-loop-and-pillars.md |
| Ideation, novelty, removal, reuse | references/creative-and-options.md |
| Player motives, personas, values | references/player-and-social.md |
| Information, bias, randomness | references/cognition-and-choice.md |
| Failure, difficulty, fairness | references/fairness-and-failure.md |
| FTUE, flow, friction, session | references/pacing-and-return.md |
| Co-op, competition, social | references/social-and-competitive.md |
| Rewards, currencies, passes | references/progression-and-economy.md |
| Pitch, mood, prototype | references/emotion-and-presentation.md |
| Scope, sequence, estimates | references/planning-and-production.md |
| Full health report | All modules + references/full-diagnostic.md |
When request is bare "game design" or "what reviews are available": load references/capability-catalog.md and present the full domain-organized catalog of 61 capabilities.
When asked to improve a game's retention, churn, or engagement: load references/autonomous-improvement.md. Inspect the real game, run relevant capabilities, make the smallest safe reversible improvement, verify, leave a measurement plan.
Full lifecycle orchestration: SCAFFOLD -> ASSETS -> DESIGN -> AUDIO -> QA -> DEPLOY. Each phase can be entered independently.
| Request | Entry Phase |
|---|---|
| make a game, new game | SCAFFOLD |
| generate assets, add sprites | ASSETS |
| add juice, particles, screen shake | DESIGN |
| add audio, background music | AUDIO |
| test game, visual regression | QA |
| deploy, ship, publish, iOS | DEPLOY |
Detect engine (Three.js, Phaser, or vanilla canvas). Delegate to the appropriate engine skill or scaffold from template.
Route by asset type:
| Asset | Reference |
|---|---|
| 3D model, GLB, mesh | references/game-asset-generator.md + references/meshyai.md |
| Sprite, pixel art, tile | Load Sprite mode below |
| Image, texture, concept art | references/fal-ai-image.md |
| Environment, gaussian splat | references/worldlabs.md |
| Free assets, Sketchfab | references/asset-sources.md |
| Motion data, BVH, mocap | references/motion-pipeline.md |
Add game feel: screen shake, particles, hit-stop, juice. Load references/game-feel-patterns.md.
Web Audio API patterns, AudioManager, AudioBridge. Load references/game-audio.md.
Automated testing, visual regression, Playwright, canvas seams. Load references/game-qa.md.
| Target | Reference |
|---|---|
| GitHub Pages, Vercel, general | references/deploy.md |
| iOS via Capacitor | references/capacitor-ios.md |
| Promo video | references/promo-video.md |
AI sprite generation: portrait, portrait-loop, spritesheet, per-row animated
sheets. Load references/game-sprite-pipeline.md for the full pipeline.
references/backend-chain.md for dispatch: Codex CLI primary, Gemini fallback.references/style-presets.md for 9 era/hardware presets.Phaser 3 2D game engine builds. Load references/phaser-gamedev.md for the
full methodology.
Load references/core-patterns.md for scene lifecycle, transitions, and input handling.
| Task | Reference |
|---|---|
| Scene lifecycle, transitions | references/core-patterns.md |
| TypeScript entry, Boot/Game skeletons | references/build-scaffolds.md |
| Arcade physics, collision | references/arcade-physics.md |
| Tilemaps, tile layers | references/tilemaps.md, references/tilemaps-and-physics.md |
| Screen shake, particles, hit-stop | references/game-feel-patterns.md |
| Polish scaffolds | references/polish-scaffolds.md |
| Animate scaffolds | references/animate-scaffolds.md |
Evidence-to-live implementation for large GM programs (multi-system, multi-wave,
CPU-intensive). Load references/gm-brilliant-implementation.md for the full
methodology.
GM mode applies only when: multiple interconnected game systems change, CPU performance is a concern, or the implementation spans multiple deployment waves. If the gate fails, route to quick, workflow, or the target project's skill.
| Signal | Reference |
|---|---|
| Stage contracts, checkpoints | references/stage-contracts.md |
| CPU systems harmony | references/cpu-systems-harmony.md |
| Quality gates | references/quality-gates.md |
| Workflow DAG (34 stages) | references/workflow-dag.md |
Load when the task needs detailed patterns, catalogs, or specifications.
| Signal | Reference |
|---|---|
| 61 runnable capabilities | references/capability-catalog.md |
| Capability coverage matrix | references/capability-matrix.md |
| Full diagnostic report format | references/full-diagnostic.md |
| Individual capability specs | references/capabilities/*.md (61 files) |
| VFX containment rules | references/vfx-containment.md |
| Menus, HUD, shop, settings, or other screen UI (load first) | skills/shared-patterns/ui-design-judgment.md (game genre conventions win over web defaults), then skills/frontend/frontend/references/distinctive-frontend-design-refs/game-ui-polish.md |
| Signal | Reference |
|---|---|
| Game asset generator | references/game-asset-generator.md |
| Meshy AI 3D models | references/meshyai.md |
| Fal.ai image generation | references/fal-ai-image.md |
| WorldLabs environments | references/worldlabs.md |
| Asset sources catalog | references/asset-sources.md |
| Motion pipeline | references/motion-pipeline.md |
| Game audio | references/game-audio.md |
| Game QA | references/game-qa.md |
| Deploy targets | references/deploy.md |
| Capacitor iOS | references/capacitor-ios.md |
| Signal | Reference |
|---|---|
| Full sprite pipeline | references/game-sprite-pipeline.md |
| Backend dispatch | references/backend-chain.md |
| Style presets | references/style-presets.md |
| Pixel art patterns | references/pixel-art-sprites.md |
| Output formats | references/output-formats.md |
| Prompt rules | references/prompt-rules.md |
| Background removal | references/bg-removal-local.md |
| Frame detection | references/frame-detection.md |
| Error catalog | references/error-catalog.md |
| Signal | Reference |
|---|---|
| Full Phaser methodology | references/phaser-gamedev.md |
| Core patterns, scene lifecycle | references/core-patterns.md |
| Arcade physics | references/arcade-physics.md |
| Tilemaps and physics | references/tilemaps-and-physics.md |
| Game feel patterns | references/game-feel-patterns.md |
| Performance patterns | references/performance.md |
| Signal | Reference |
|---|---|
| Full GM methodology | references/gm-brilliant-implementation.md |
| Stage contracts | references/stage-contracts.md |
| CPU systems harmony | references/cpu-systems-harmony.md |
| Quality gates | references/quality-gates.md |
| Workflow DAG | references/workflow-dag.md |
| Anchor alignment | references/anchor-alignment.md |
まだレビューはありません。使ってみた感想をお寄せください。
概要と使いどころ
Manage multiple Claude Code accounts: add, list, check, launch, and install shell aliases for 10+ isolated CLAUDE_CONFIG_DIR profiles.
日本語の概要は準備中です。原文の説明を表示しています。
Improve architecture across modules by deepening interfaces.
日本語の概要は準備中です。原文の説明を表示しています。
Assessment: read-only inspection, codebase overview, value analysis, health checks, ADR consultation, decision analysis, multi-perspective critique.
日本語の概要は準備中です。原文の説明を表示しています。
Background memory consolidation — overnight review, merge, and injection payload for memory files.
日本語の概要は準備中です。原文の説明を表示しています。
Jev-driven browser automation: Jev picks operations, programs execute, a text model writes field values only when Jev cannot pick one from the goal.
日本語の概要は準備中です。原文の説明を表示しています。
Write, compose, integrate, and improve programs that call Jev, TypeSafe's System One judgment model.
日本語の概要は準備中です。原文の説明を表示しています。