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Claude Skills by Manoj-11-Dahal
github.com/Manoj-11-Dahal15,860 skills0 installs0 views
- Aas Game Shader Variant Scenario Sensitivity MatrixUse when the game shader variant budget team needs to compare options under changing assumptions to produce a baseline-plus-scenarios matrix for the shader variant budget report with assumptions and ranges. Success means the baseline is reproducible, scenario inputs are explicit, comparable units are used, and conclusions state uncertainty; required visual variants compile and redundant combinations are identified safely. Use configured search, fetch, read, browser, test, and write capabiliti...Votes: 0GitHub stars: 2
- Aas Game Shader Variant Scope Intake GateUse when a new game shader variant budget request needs a bounded work scope to produce a scoped intake card for the shader variant budget report. Success means owner, objective, permitted sources, acceptance condition, exclusions, and deadline are explicit; required visual variants compile and redundant combinations are identified safely. Use configured search, fetch, read, browser, test, and write capabilities only when relevant and authorized. Record evidence, limit refinement to three foc...Votes: 0GitHub stars: 2
- Aas Game Shader Variant Source Provenance LedgerUse when a decision about game shader variant budget depends on facts from several records or public sources to produce a source-to-claim provenance ledger for the shader variant budget report. Success means each material claim has a source, version/date, location, and confidence note; required visual variants compile and redundant combinations are identified safely. Use configured search, fetch, read, browser, test, and write capabilities only when relevant and authorized. Record evidence, l...Votes: 0GitHub stars: 2
- Aas Game Shader Variant Threshold Rule CheckUse when a game shader variant budget decision depends on a limit, eligibility rule, policy, or target to produce a rule-check record for the shader variant budget report showing source, units, boundary case, and outcome. Success means the rule source and effective date are verified, units and scope match, and borderline cases are flagged rather than auto-approved; required visual variants compile and redundant combinations are identified safely. Use configured search, fetch, read, browser, t...Votes: 0GitHub stars: 2
- Aas Game Store Entitlement Approval Evidence PacketUse when a game store entitlement parity result is ready for a human owner to approve, reject, or redirect to produce a decision packet for the platform entitlement test matrix containing options, evidence, risks, and open questions. Success means the decision owner, requested decision, source evidence, alternatives, uncertainty, and consequence of no action are all visible; purchases and restore behavior match the declared contract in sandbox only. Use configured search, fetch, read, browser...Votes: 0GitHub stars: 2
- Aas Game Store Entitlement Change Impact TraceUse when a version, rule, source, or stakeholder change may affect game store entitlement parity to produce a before/after change record and impact map for the platform entitlement test matrix. Success means each material difference is tied to affected dependencies, consumers, owners, and a test or explicitly unknown impact; purchases and restore behavior match the declared contract in sandbox only. Use configured search, fetch, read, browser, test, and write capabilities only when relevant a...Votes: 0GitHub stars: 2
- Aas Game Store Entitlement Closeout Handoff LedgerUse when a game store entitlement parity work item is nearing completion, pause, or transfer to another owner to produce a closeout ledger for the platform entitlement test matrix with status, evidence, owner, and retention state. Success means all deliverables, unresolved items, approvals, and next owners are recorded, and the stop reason is explicit; purchases and restore behavior match the declared contract in sandbox only. Use configured search, fetch, read, browser, test, and write capab...Votes: 0GitHub stars: 2
- Aas Game Store Entitlement Completeness ReconciliationUse when the game store entitlement parity workflow receives records that must agree across sources, periods, or statuses to produce a reconciliation worksheet for the platform entitlement test matrix with matched, unmatched, and unresolved rows. Success means counts and key fields reconcile or every variance is quantified, sourced, and left unresolved for an owner; purchases and restore behavior match the declared contract in sandbox only. Use configured search, fetch, read, browser, test, a...Votes: 0GitHub stars: 2
- Aas Game Store Entitlement Exception Triage QueueUse when the game store entitlement parity workflow has exceptions, missing evidence, or competing priorities to produce a prioritized exception queue for the platform entitlement test matrix with evidence, owner, and next action. Success means every exception has a severity rationale, source, owner or explicit unassigned state, and a bounded next step; purchases and restore behavior match the declared contract in sandbox only. Use configured search, fetch, read, browser, test, and write capa...Votes: 0GitHub stars: 2
- Aas Game Store Entitlement Recovery Readiness DrillUse when the game store entitlement parity workflow needs a safe recovery, rollback, replay, or continuity check to produce a recovery-drill record for the platform entitlement test matrix with starting state, test, and observed outcome. Success means the dry-run or approved non-production drill meets the predeclared recovery target and leaves the baseline intact; purchases and restore behavior match the declared contract in sandbox only. Use configured search, fetch, read, browser, test, and...Votes: 0GitHub stars: 2
- Aas Game Store Entitlement Scenario Sensitivity MatrixUse when the game store entitlement parity team needs to compare options under changing assumptions to produce a baseline-plus-scenarios matrix for the platform entitlement test matrix with assumptions and ranges. Success means the baseline is reproducible, scenario inputs are explicit, comparable units are used, and conclusions state uncertainty; purchases and restore behavior match the declared contract in sandbox only. Use configured search, fetch, read, browser, test, and write capabiliti...Votes: 0GitHub stars: 2
- Aas Game Store Entitlement Scope Intake GateUse when a new game store entitlement parity request needs a bounded work scope to produce a scoped intake card for the platform entitlement test matrix. Success means owner, objective, permitted sources, acceptance condition, exclusions, and deadline are explicit; purchases and restore behavior match the declared contract in sandbox only. Use configured search, fetch, read, browser, test, and write capabilities only when relevant and authorized. Record evidence, limit refinement to three foc...Votes: 0GitHub stars: 2
- Aas Game Store Entitlement Source Provenance LedgerUse when a decision about game store entitlement parity depends on facts from several records or public sources to produce a source-to-claim provenance ledger for the platform entitlement test matrix. Success means each material claim has a source, version/date, location, and confidence note; purchases and restore behavior match the declared contract in sandbox only. Use configured search, fetch, read, browser, test, and write capabilities only when relevant and authorized. Record evidence, l...Votes: 0GitHub stars: 2
- Aas Game Store Entitlement Threshold Rule CheckUse when a game store entitlement parity decision depends on a limit, eligibility rule, policy, or target to produce a rule-check record for the platform entitlement test matrix showing source, units, boundary case, and outcome. Success means the rule source and effective date are verified, units and scope match, and borderline cases are flagged rather than auto-approved; purchases and restore behavior match the declared contract in sandbox only. Use configured search, fetch, read, browser, t...Votes: 0GitHub stars: 2
- Game Ability Resource Cost Balance AuditUse when a task involves checking whether ability costs and cooldowns create intended strategic tradeoffs to establish the game, engine and release version, platform, player or test cohort, controlling design or technical artifact, evidence, data sensitivity, and approval boundary before applying the method. Separate measured behavior from simulation and design intent, verify the result with reproducible tests, preserve provenance, and report uncertainty and compatibility limits. Do not chang...Votes: 0GitHub stars: 2
- Game Account Linking Consent Boundary ReviewUse when a task involves reviewing consent, identity matching, and recovery behavior in cross-platform account linking to establish the game, engine and release version, platform, player or test cohort, controlling design or technical artifact, evidence, data sensitivity, and approval boundary before applying the method. Separate measured behavior from simulation and design intent, verify the result with reproducible tests, preserve provenance, and report uncertainty and compatibility limits....Votes: 0GitHub stars: 2
- Game Aim Assist Fairness Sensitivity ReviewUse when a task involves reviewing aim-assist strength across devices, modes, and competitive contexts to establish the game, engine and release version, platform, player or test cohort, controlling design or technical artifact, evidence, data sensitivity, and approval boundary before applying the method. Separate measured behavior from simulation and design intent, verify the result with reproducible tests, preserve provenance, and report uncertainty and compatibility limits. Do not change l...Votes: 0GitHub stars: 2
- Game Asset Identifier Rename RecoveryUse when a task involves reviewing references and recovery behavior when an asset identifier or path changes to establish the game, engine and release version, platform, player or test cohort, controlling design or technical artifact, evidence, data sensitivity, and approval boundary before applying the method. Separate measured behavior from simulation and design intent, verify the result with reproducible tests, preserve provenance, and report uncertainty and compatibility limits. Do not ch...Votes: 0GitHub stars: 2
- Game Asset Import Determinism AuditUse when a task involves checking that source assets import into stable game-ready artifacts to establish the game, engine and release version, platform, player or test cohort, controlling design or technical artifact, evidence, data sensitivity, and approval boundary before applying the method. Separate measured behavior from simulation and design intent, verify the result with reproducible tests, preserve provenance, and report uncertainty and compatibility limits. Do not change live servic...Votes: 0GitHub stars: 2
- Game Asset Streaming Priority PolicyUse when a task involves reviewing prioritization of assets loaded asynchronously during gameplay to establish the game, engine and release version, platform, player or test cohort, controlling design or technical artifact, evidence, data sensitivity, and approval boundary before applying the method. Separate measured behavior from simulation and design intent, verify the result with reproducible tests, preserve provenance, and report uncertainty and compatibility limits. Do not change live s...Votes: 0GitHub stars: 2
- Game Branching Narrative Route Coverage ReviewUse when a task involves checking coverage and consistency across branching narrative choices to establish the game, engine and release version, platform, player or test cohort, controlling design or technical artifact, evidence, data sensitivity, and approval boundary before applying the method. Separate measured behavior from simulation and design intent, verify the result with reproducible tests, preserve provenance, and report uncertainty and compatibility limits. Do not change live servi...Votes: 0GitHub stars: 2
- Game Build Reproducibility ManifestUse when a task involves recording inputs and toolchain needed to reproduce a game build artifact to establish the game, engine and release version, platform, player or test cohort, controlling design or technical artifact, evidence, data sensitivity, and approval boundary before applying the method. Separate measured behavior from simulation and design intent, verify the result with reproducible tests, preserve provenance, and report uncertainty and compatibility limits. Do not change live s...Votes: 0GitHub stars: 2
- Game Camera Motion Comfort AssessmentUse when a task involves assessing camera movement options that can contribute to discomfort in gameplay to establish the game, engine and release version, platform, player or test cohort, controlling design or technical artifact, evidence, data sensitivity, and approval boundary before applying the method. Separate measured behavior from simulation and design intent, verify the result with reproducible tests, preserve provenance, and report uncertainty and compatibility limits. Do not change...Votes: 0GitHub stars: 2
- Game Chat Moderation Escalation DesignUse when a task involves designing an escalation path for reported or automatically flagged in-game chat to establish the game, engine and release version, platform, player or test cohort, controlling design or technical artifact, evidence, data sensitivity, and approval boundary before applying the method. Separate measured behavior from simulation and design intent, verify the result with reproducible tests, preserve provenance, and report uncertainty and compatibility limits. Do not change...Votes: 0GitHub stars: 2
- Game Checkpoint State Integrity AuditUse when a task involves auditing which world and player state a checkpoint restores after a retry to establish the game, engine and release version, platform, player or test cohort, controlling design or technical artifact, evidence, data sensitivity, and approval boundary before applying the method. Separate measured behavior from simulation and design intent, verify the result with reproducible tests, preserve provenance, and report uncertainty and compatibility limits. Do not change live ...Votes: 0GitHub stars: 2
- Game Client Prediction Divergence BudgetUse when a task involves measuring how far predicted client state may diverge before reconciliation to establish the game, engine and release version, platform, player or test cohort, controlling design or technical artifact, evidence, data sensitivity, and approval boundary before applying the method. Separate measured behavior from simulation and design intent, verify the result with reproducible tests, preserve provenance, and report uncertainty and compatibility limits. Do not change live...Votes: 0GitHub stars: 2
- Game Cloud Save Conflict ResolutionUse when a task involves designing a conflict policy when a player has divergent saves on multiple devices to establish the game, engine and release version, platform, player or test cohort, controlling design or technical artifact, evidence, data sensitivity, and approval boundary before applying the method. Separate measured behavior from simulation and design intent, verify the result with reproducible tests, preserve provenance, and report uncertainty and compatibility limits. Do not chan...Votes: 0GitHub stars: 2
- Game Color Cue Redundancy AuditUse when a task involves checking whether game-critical information is conveyed without color alone to establish the game, engine and release version, platform, player or test cohort, controlling design or technical artifact, evidence, data sensitivity, and approval boundary before applying the method. Separate measured behavior from simulation and design intent, verify the result with reproducible tests, preserve provenance, and report uncertainty and compatibility limits. Do not change live...Votes: 0GitHub stars: 2
- Game Combat Target Selection Fairness ReviewUse when a task involves reviewing automatic target selection for predictability and player control to establish the game, engine and release version, platform, player or test cohort, controlling design or technical artifact, evidence, data sensitivity, and approval boundary before applying the method. Separate measured behavior from simulation and design intent, verify the result with reproducible tests, preserve provenance, and report uncertainty and compatibility limits. Do not change live...Votes: 0GitHub stars: 2
- Game Content Bundle Dependency AuditUse when a task involves auditing dependencies, duplication, and load order in downloadable game content bundles to establish the game, engine and release version, platform, player or test cohort, controlling design or technical artifact, evidence, data sensitivity, and approval boundary before applying the method. Separate measured behavior from simulation and design intent, verify the result with reproducible tests, preserve provenance, and report uncertainty and compatibility limits. Do no...Votes: 0GitHub stars: 2
- Game Control Remap Persistence ReviewUse when a task involves checking that player control remaps persist and remain usable across sessions to establish the game, engine and release version, platform, player or test cohort, controlling design or technical artifact, evidence, data sensitivity, and approval boundary before applying the method. Separate measured behavior from simulation and design intent, verify the result with reproducible tests, preserve provenance, and report uncertainty and compatibility limits. Do not change l...Votes: 0GitHub stars: 2
- Game Controller Compatibility MatrixUse when a task involves planning controller and input-device compatibility coverage for a game release to establish the game, engine and release version, platform, player or test cohort, controlling design or technical artifact, evidence, data sensitivity, and approval boundary before applying the method. Separate measured behavior from simulation and design intent, verify the result with reproducible tests, preserve provenance, and report uncertainty and compatibility limits. Do not change ...Votes: 0GitHub stars: 2
- Game Cpu Worker Contention AuditUse when a task involves auditing contention among main-thread, worker, job, and platform tasks in a game runtime to establish the game, engine and release version, platform, player or test cohort, controlling design or technical artifact, evidence, data sensitivity, and approval boundary before applying the method. Separate measured behavior from simulation and design intent, verify the result with reproducible tests, preserve provenance, and report uncertainty and compatibility limits. Do n...Votes: 0GitHub stars: 2
- Game Crafting Recipe Graph Consistency AuditUse when a task involves auditing crafting recipes for unreachable inputs, circular dependencies, and unintended duplication to establish the game, engine and release version, platform, player or test cohort, controlling design or technical artifact, evidence, data sensitivity, and approval boundary before applying the method. Separate measured behavior from simulation and design intent, verify the result with reproducible tests, preserve provenance, and report uncertainty and compatibility l...Votes: 0GitHub stars: 2
- Game Crash Symbolication Artifact RetentionUse when a task involves planning retention and access for symbols needed to analyze game crash reports to establish the game, engine and release version, platform, player or test cohort, controlling design or technical artifact, evidence, data sensitivity, and approval boundary before applying the method. Separate measured behavior from simulation and design intent, verify the result with reproducible tests, preserve provenance, and report uncertainty and compatibility limits. Do not change ...Votes: 0GitHub stars: 2
- Game Crossplay Input Fairness AssessmentUse when a task involves assessing whether cross-platform input differences create unintended competitive advantage to establish the game, engine and release version, platform, player or test cohort, controlling design or technical artifact, evidence, data sensitivity, and approval boundary before applying the method. Separate measured behavior from simulation and design intent, verify the result with reproducible tests, preserve provenance, and report uncertainty and compatibility limits. Do...Votes: 0GitHub stars: 2
- Game Damage Resolution Order Invariant ReviewUse when a task involves reviewing whether combat damage modifiers are applied in a stable and documented order to establish the game, engine and release version, platform, player or test cohort, controlling design or technical artifact, evidence, data sensitivity, and approval boundary before applying the method. Separate measured behavior from simulation and design intent, verify the result with reproducible tests, preserve provenance, and report uncertainty and compatibility limits. Do not...Votes: 0GitHub stars: 2
- Game Deterministic Replay ValidationUse when a task involves checking whether recorded gameplay inputs reproduce the same simulation outcome to establish the game, engine and release version, platform, player or test cohort, controlling design or technical artifact, evidence, data sensitivity, and approval boundary before applying the method. Separate measured behavior from simulation and design intent, verify the result with reproducible tests, preserve provenance, and report uncertainty and compatibility limits. Do not change...Votes: 0GitHub stars: 2
- Game Development Engine Selection Capability Surface MapUse when the actual capability boundary of Game engine selection needs to be distinguished from assumptions. Produce a capability map for Game engine selection covering the requested behavior, verified support, exclusions, and unknowns. Success means each in-scope capability is tied to local configuration, a version-matched authoritative reference, or an observed non-production result, and all unknowns remain explicit. The review is bounded to target platform, interaction model, runtime const...Votes: 0GitHub stars: 2
- Game Development Engine Selection Change Impact AssessmentUse when a proposed Game engine selection version, setting, schema, model, or integration change may affect existing consumers. Produce a change-impact record for Game engine selection with baseline, affected dependencies, validation needs, and recovery boundary. Success means affected dependencies and compatibility assumptions are evidenced, unknown consumers are named as unknown, and no migration or rollout is implied. The review is bounded to target platform, interaction model, runtime con...Votes: 0GitHub stars: 2
- Game Development Engine Selection Failure Triage RecordUse when a reproducible Game engine selection symptom needs bounded diagnosis before any corrective change. Produce a failure-triage record for Game engine selection with symptom, environment, evidence, hypothesis, and next safe check. Success means the diagnosis distinguishes observation from inference, each proposed check is reversible and scoped, and unresolved causes remain open. The review is bounded to target platform, interaction model, runtime constraints, team capability, and export ...Votes: 0GitHub stars: 2
- Game Development Engine Selection Input Output ContractUse when the accepted inputs or produced outputs for Game engine selection need a checkable boundary. Produce an input/output contract for Game engine selection with types, required fields, exclusions, and representative approved fixtures. Success means the contract names its source and version, boundary cases are visible, and no private or unapproved payload is needed to explain the result. The review is bounded to target platform, interaction model, runtime constraints, team capability, and...Votes: 0GitHub stars: 2
- Game Development Engine Selection Integration Parity TraceUse when Game engine selection exchanges state or data with another component and the handoff needs to be verified. Produce an integration-parity trace for Game engine selection showing source, transformation, destination, and observed result. Success means each material field or state transition has a traceable mapping and observed mismatches are separated from assumptions. The review is bounded to target platform, interaction model, runtime constraints, team capability, and export requireme...Votes: 0GitHub stars: 2
- Game Development Engine Selection Performance EnvelopeUse when Game engine selection must be assessed against a user- or owner-defined latency, memory, throughput, size, or cost budget. Produce a performance-envelope note for Game engine selection with test conditions, baseline, observed range, and limitations. Success means conditions and measurements are reproducible, the comparison uses the stated budget, and limitations or resource costs are visible. The review is bounded to target platform, interaction model, runtime constraints, team capab...Votes: 0GitHub stars: 2
- Game Development Engine Selection Permission Boundary ReviewUse when Game engine selection may read, write, transmit, publish, spend, or administer data or resources. Produce a permission-boundary map for Game engine selection showing identity, requested capability, data scope, and approval gate. Success means every sensitive capability has a named authorization boundary, unnecessary data and privileges are called out, and no action is treated as approved by implication. The review is bounded to target platform, interaction model, runtime constraints,...Votes: 0GitHub stars: 2
- Game Development Engine Selection Release Handoff RecordUse when a Game engine selection review is ready to be handed to a maintainer or accountable operator. Produce a release-handoff record for Game engine selection with version, evidence, open issues, approval state, and safe next step. Success means the receiver can distinguish verified facts, proposals, approvals, and unknowns, and no publication, deployment, write, or contact is claimed unless independently confirmed. The review is bounded to target platform, interaction model, runtime const...Votes: 0GitHub stars: 2
- Game Development Engine Selection Reproducibility Fixture PlanUse when a Game engine selection result must be independently repeated or compared without relying on an uncontrolled live action. Produce a reproducibility plan for Game engine selection defining fixture identity, environment, expected observations, and cleanup boundary. Success means another reviewer can identify the fixture and environment, distinguish expected from observed behavior, and repeat the check without an unapproved external effect. The review is bounded to target platform, inte...Votes: 0GitHub stars: 2
- Game Development Engine Selection Version CompatibilityUse when a Game engine selection integration or upgrade depends on compatible runtime, client, service, or artifact versions. Produce a version-compatibility record for Game engine selection with exact versions, supported combinations, and open questions. Success means the tested version tuple is explicit, each compatibility claim has a dated source or local result, and unsupported combinations are not presented as working. The review is bounded to target platform, interaction model, runtime ...Votes: 0GitHub stars: 2
- Game Development Web Games Capability Surface MapUse when the actual capability boundary of Browser game architecture needs to be distinguished from assumptions. Produce a capability map for Browser game architecture covering the requested behavior, verified support, exclusions, and unknowns. Success means each in-scope capability is tied to local configuration, a version-matched authoritative reference, or an observed non-production result, and all unknowns remain explicit. The review is bounded to rendering surface, DOM interaction, input...Votes: 0GitHub stars: 2
- Game Development Web Games Change Impact AssessmentUse when a proposed Browser game architecture version, setting, schema, model, or integration change may affect existing consumers. Produce a change-impact record for Browser game architecture with baseline, affected dependencies, validation needs, and recovery boundary. Success means affected dependencies and compatibility assumptions are evidenced, unknown consumers are named as unknown, and no migration or rollout is implied. The review is bounded to rendering surface, DOM interaction, inp...Votes: 0GitHub stars: 2