
Claude Skills by IdoCohen560
github.com/IdoCohen560First-time onboarding — asks where you are, then guides you to the right workflow. No assumptions.
End-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.
Validate 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'.
Orchestrate audio team: audio-director + sound-designer + technical-artist + gameplay-programmer for full audio pipeline from direction to implementation.
Orchestrate 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.
Orchestrate level design team: level-designer + narrative-director + world-builder + art-director + systems-designer + qa-tester for complete area/level creation.
Orchestrate 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.
Orchestrate the narrative team: coordinates narrative-director, writer, world-builder, and level-designer to create cohesive story content, world lore, and narrative-driven level design.
Orchestrate 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.
Orchestrate 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.
Orchestrate the release team: coordinates release-manager, qa-lead, devops-engineer, and producer to execute a release from candidate to deployment.
Orchestrate 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.
Track, categorize, and prioritize technical debt across the codebase. Scans for debt indicators, maintains a debt register, and recommends repayment scheduling.
Quality 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.
Detect 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.
Generate 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.
Scaffold 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.
Unity Addressables patterns for asset loading, memory management, reference counting, and remote content delivery.
Unity animation patterns including Animancer, state machines, and performance optimization.
Behavior Designer patterns for AI behavior trees including task creation, shared variables, conditionals, and debugging.
Unity Cinemachine camera system patterns including virtual cameras, blending, and state-driven cameras.
FlowCanvas visual scripting patterns for abilities, custom nodes, and graph execution.
Gameplay Ability System patterns for abilities, effects, attributes, and tags including recursion safety and lifecycle management.
MemoryPack high-performance binary serialization for Unity including custom formatters, versioning, and performance patterns.
Unity NavMesh pathfinding patterns, safety checks, and performance optimization.
Object pooling patterns for Unity to reduce GC allocations and improve performance.
Unity physics patterns including character controllers, collision handling, and tunneling prevention.
PrimeTween high-performance tweening library patterns for animations, UI, and sequencing.
Unity profiling patterns including ProfilerMarkers, FrameTimingManager, memory profiling, and performance budgets.
Unity ScriptableObject patterns for data management, configuration, and runtime systems.
Sentry Unity SDK integration patterns for error tracking, performance monitoring, transactions, spans, and custom instrumentation.
State machine patterns for Unity including hierarchical states, async transitions, and cleanup safety.
Unity Test Framework patterns for EditMode and PlayMode tests including async testing, mocking, and test organization.
Unity UI patterns including Canvas optimization, list virtualization, and mobile-friendly UI.
UniTask async/await patterns for Unity including cancellation, lifecycle binding, and coroutine interop.
VContainer dependency injection patterns for Unity including lifecycle management, scoped registrations, and common pitfalls.
Wwise audio middleware integration for Unity including events, banks, RTPC, spatial audio, and callback handling.
Unity 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.
Unity 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.
Unity 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.
Unity 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.
Unity 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.
Unity 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.
Unity 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.
Unity 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.
Unity 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.
Unity 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.
Unity 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.
Unity 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.
Unity 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.