
Claude Skills by peterbamuhigire
github.com/peterbamuhigireUse when provisioning or changing cloud infrastructure with Terraform or Ansible — modules, remote state with S3 native locking, workspaces vs directory-per-env, common AWS patterns, idempotent Ansible roles for Debian/Ubuntu, GitOps with ArgoCD/Flux, drift detection, and Vault secret injection.
Use when building or running production Kubernetes clusters, namespaces, workloads, ingress, autoscaling, multi-tenant RBAC, network/Pod Security, resource quotas, upgrades, certificates, etcd, metrics, disruption, and recovery.
Use when designing or reviewing logs, metrics, traces, alerts, SLOs, dashboards, audit events, or production telemetry for web apps, APIs, SaaS platforms, mobile backends, and AI systems. Covers instrumentation strategy, diagnosis-first telemetry, alert quality, and operational visibility.
Use when designing or reviewing production reliability for APIs, SaaS platforms, background jobs, distributed workflows, mobile backends, or AI-enabled systems. Covers timeout and retry policy, degradation, queue safety, incident readiness, and recovery-aware design.
Use when converting an approved long-running plan into self-contained execution prompts across sessions or workers. Covers dependency order, checkpoints, capability fallback and evidence handoff; use world-class-engineering for a single implementation slice.
Use when designing or implementing double-entry accounting policy and an embedded ledger engine for invoices, payments, stock, balanced postings, mapped accounts, idempotency, reversals, period locks, audit trails, and financial statements.
Use when coordinating accounting and finance implementation reviews, doctrine routing, control evidence, remediation priorities, and release decisions across a software system.
Use when implementing or reviewing electronic fiscal taxation integrations in web, ERP, POS, or mobile-backed systems; covers jurisdiction adapters, tenant-scoped tax identities, API security, queues, offline operation, fiscal evidence, and Uganda EFRIS as the detailed reference.
Use when implementing IAS 21 multicurrency accounting: functional currency, presentation currency, transaction currency, exchange-rate tables, settlement, realised and unrealised forex gains or losses, revaluation, and currency-safe ledger design.
Use when building or reviewing cross-platform .NET desktop apps with Avalonia UI, AXAML, MVVM, compiled bindings, virtualised lists, accessibility, headless tests, WebViews, or Windows and macOS packaging. Use csharp-dotnet-development for non-UI .NET architecture.
Use when turning a design system, product requirement, or frontend codebase into a maintainable component, content, state, and delivery architecture with measurable quality gates.
Use when defining, implementing, or auditing frontend performance for web apps and SaaS frontends; produces a per-flow performance budget, measurement plan tied to SLOs, and CI regression gate. Use api-design-first for API shape and observability-monitoring for server SLOs.
Use when implementing or reviewing client image optimisation plus authoritative server decode, validation, resize, metadata stripping, and canonical re-encoding. Use saas-managed-visual-assets for administrative asset lifecycle and frontend-performance for page budgets.
Use when implementing or reviewing a Next.js App Router application with server and client components, route handlers, middleware, caching, authentication, streaming, or deployment. Use react-development for framework-neutral components and api-design-first for external APIs.
Use when implementing or reviewing a tenant-aware ERP POS, agent POS, or manual sales-entry workflow where customer defaults, product-to-stock identity, inventory timing, payments, permissions, and audit-safe posting must remain consistent. Use the design engine for visual craft.
Use when implementing or reviewing React components, hooks, state ownership, forms, rendering performance, error boundaries, or component tests. Use nextjs-app-router for Next.js server boundaries and ux-content-strategy for product content systems.
Use when implementing or reviewing Tailwind CSS styling, responsive layouts, state variants, theme tokens, layers, grids, or build configuration. Use a design-system skill for visual direction and accessibility-wcag for formal accessibility review.
Use when planning, governing, or upgrading product content as a system - voice charts, content-first design, UI text patterns, form completion gates, error taxonomy, content measurement, decision communication, lifecycle narrative, and content operations. Higher-level orchestration above tactical microcopy and form mechanics.
Use when delivering a game on iOS, iPadOS, or macOS with Apple-native services, Metal diagnostics, controllers, haptics, cloud saves, signing, notarisation, sandboxing, or Mac window and display behaviour.
Use when producing, importing, validating, or optimising 2D game concepts, sprites, atlases, tile sets, skeletal or frame animation, UI art, particles, VFX, resolution variants, or licensed source assets.
Use when producing game-ready 3D environments, characters, props, materials, rigs, animations, LODs, collisions, Blender source/automation, FBX/glTF exports, or DCC-to-engine imports; use real-time-game-graphics for runtime rendering.
Use when designing or testing accessible gameplay, remapping, visual/audio alternatives, difficulty assists, localisation/internationalisation, cultural review, chat/community safety, reporting, moderation, parental controls, or player-support escalation.
Use when designing, implementing, profiling, or reviewing non-player-agent behaviour, navigation, perception, decision systems, crowds, reservations, behaviour trees, state trees, utility logic, encounter AI, or AI validation in a game; load an engine skill for concrete APIs.
Use when designing, recording, licensing, editing, integrating, mixing, localising, profiling, or testing game music, ambience, dialogue, UI, Foley, spatial audio, and adaptive audio systems.
Use when creating reproducible Unity, Godot, Unreal, Android, iOS, or macOS game build pipelines, manifests, symbols, signing boundaries, artifact promotion, patching, certification, or rollback rehearsals.
Use when defining game telemetry, player funnels, retention or progression metrics, experiments, remote configuration, virtual economy sources and sinks, live events, anomaly controls, or ethical data-driven decisions.
Use when initiating, replanning, or governing a complete game project from concept through vertical slice, production, certification, and post-launch; routes specialist game skills and prevents premature full-production commitment.
Use when a game system needs explicit vector, matrix, quaternion, geometry, interpolation, collision, camera, steering, probability, or numerical-simulation rules; use gameplay-systems-architecture for ownership and the engine skill for API integration.
Use when designing, reviewing, or implementing interactive game stories, narrative systems, quests, characters, dialogue, environmental storytelling, branching choices, story beats, setups/payoffs, or narrative validation; use level-world-and-content-production for level assembly and content integration.
Use when threat-modelling a game client/server, validating actions, protecting game economy and accounts, detecting tampering or cheats, limiting bots and abuse, investigating incidents, or designing proportionate enforcement and appeals.
Use when running game discovery, estimation, staffing, RACI, greenlight, statements of work, milestone governance, outsourcing, client demos, change control, launch command, postmortems, or evidence-based case studies.
Use when planning or executing game QA, playtesting, balance, usability, compatibility, accessibility, localisation, save migration, regression, bug triage, polish prioritisation, alpha, beta, or release-candidate gates.
Use when specifying or implementing engine-neutral gameplay systems such as movement, combat, AI, quests, dialogue, inventory, progression, save/load, world state, spawning, cameras, or narrative state; engine skills own framework integration.
Use when building, migrating, profiling, testing, or exporting a Godot mobile game for Android or iOS; covers scenes, nodes, resources, signals, GDScript/C#, saves, plugins, rendering, and export pipelines.
Use when converting a game idea, mechanic, feature, vertical slice, production milestone, or live change into falsifiable hypotheses, prototypes, measurements, learning and go/narrow/pivot/stop decisions; use game-development-orchestration for the full programme and game-testing-polish for release QA.
Use when designing and producing game levels, worlds, encounters, missions, narrative content, procedural generation, streaming partitions, content schemas, validation, pacing, or multidisciplinary content handoffs.
Use when designing or validating a mobile game's player fantasy, core loop, touch controls, sessions, onboarding, accessibility, progression, economy, retention, and ethical monetisation; use engine skills for implementation.
Use when establishing or enforcing mobile-game frame-time, memory, loading, storage, network, battery, thermal, rendering, physics, AI, audio, and asset budgets through physical-device profiling; not for speculative optimisation.
Use when preparing or operating Android/iOS game signing, packaging, store submission, privacy, ratings, analytics, crash reporting, IAP, staged rollout, rollback, support, patches, downloadable content, events, or ethical live operations.
Use when designing or implementing authoritative multiplayer topology, replication, RPCs, prediction, reconciliation, matchmaking, sessions, reconnect, game backend persistence, regional hosting, protocol evolution, or network tests.
Use when designing or diagnosing a game's render pipeline, shaders, materials, lighting, shadows, visibility, post-processing, GPU resources, frame graph, graphics API, or visual-performance trade-offs; use game-3d-asset-pipeline for content and mobile-game-performance for measured budgets.
Use when building, restructuring, profiling, testing, or packaging a Unity mobile game in C# for Android or iOS; covers project architecture, scenes, prefabs, data, input, assets, saves, builds, and Unity-specific release evidence.
Use when building or restructuring an Unreal Engine game with C++, Blueprints, Gameplay Framework classes, replication, assets, packaging, automation, or Unreal-specific profiling and release evidence.
Use when administering ArcGIS Enterprise or building real-estate-specific GIS features — ArcGIS components, publishing services, security/roles, backup/DR, plus property search, neighbourhood analysis, catchment/isochrones, market heatmaps, and real-estate-SaaS integration.
Use when implementing GIS maps, spatial data services, maps integrations, geocoding, spatial APIs, or PostGIS-backed geospatial platforms. Load absorbed GIS mapping, maps integration, and PostGIS backend references as needed.
Use when building, architecting, or reviewing native iOS apps with Swift, SwiftUI, structured concurrency, module boundaries, security, tests, and performance; use platform-capabilities for Apple integrations and mobile-platform-operations for release.
Use when implementing iOS purchases, subscriptions, StoreKit 2 verification, entitlement delivery, paywalls, or App Store server events; use ios-development for non-commerce features.
Use when integrating iOS capabilities including App Intents, Spotlight, SwiftData, offline storage, biometrics, notifications, Bluetooth, media, PDF, Foundation Models, Core ML, or Vision; use ios-development for app architecture.
Use when designing or reviewing iOS authentication, Keychain, App Attest, privacy manifests, permissions, RBAC, tenant isolation, or AI security; use ios-development for general implementation.
Use when choosing, reviewing, or explaining an algorithm under explicit correctness, time, space, input-scale, or maintainability constraints; use system-architecture-design for service boundaries and language skills for implementation syntax.