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Install
$ agentstack add skill-mrcalderon3d-everything-game-dev-code-cinematic-pipeline ✓ scanned · ✓ verified — works with Claude Code, Cursor, and more.
Security review
✓ PassedNo issues found. Passed automated security review. · v0.1.0 How review works →
- ✓ Prompt-injection patterns
- ✓ Secret / credential exfiltration
- ✓ Dangerous shell & filesystem operations
- ✓ Untrusted network calls
- ✓ Known-malicious package signatures
What it can access
- ✓ Network access No
- ✓ Filesystem access No
- ✓ Shell / process execution No
- ✓ Environment & secrets No
- ✓ Dynamic code execution No
From automated source analysis of v0.1.0. “Used” means the capability is present in the source — more access means more to trust, not that it’s unsafe.
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Cinematic Pipeline
Purpose
Plan and implement cinematic content without breaking gameplay flow, performance, or content maintainability.
Use When
- cutscenes or in-engine cinematics are being added
- camera and sequencing complexity is growing
- cinematic content risks blocking production
Inputs
- narrative beats
- animation content
- camera goals
- performance limits
Process
- define what is authored as cinematic versus emergent gameplay
- coordinate camera, animation, audio, subtitles, and transitions
- plan skip, failover, and replay behavior
- validate memory and streaming impact for heavy sequences
- document ownership of edits, timelines, and dependencies
Outputs
- cinematic implementation plan
- transition rules
- skip/fallback behavior
- content dependency list
Quality Bar
- is usable by content creators without tribal knowledge
- respects quality bars and runtime constraints together
- defines validation and ownership for content flow
Common Failure Modes
- style consistency that ignores gameplay readability
- manual pipeline steps that create drift
- content that cannot be validated before release
Related Agents
- narrative-designer
- animation-programmer
- audio-designer
Related Commands
- update-docs
- verify
- perf-budget
Notes
- Keep this skill aligned with the relevant rules layer and current project documentation.
- If engine-specific constraints materially change the workflow, hand off to the matching engine skill or engine-specific reviewer.
Source & license
This open-source skill is cataloged on AgentStack and links to its original source — we do not rehost the code.
- Author: MRCalderon3D
- Source: MRCalderon3D/everything-game-dev-code
- License: MIT
Install and usage instructions live in the source repository linked above.
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Versions
- v0.1.0 Imported from the upstream source.