Pixel Art
Use when generating pixel-art assets — sprites, items, tiles, portraits in a pixel style at a specific resolution (32×32, 64×64, 128×128). Pixel-perfect grid, limited palette, retro feel. Trigger on "pixel art", "8-bit art", "16-bit sprite", "pixel sprite", "retro tileset", "pixel icon", "pixel portrait".
Animation Tree
Use when the user has clips on a character and needs them to play in response to gameplay — idle/walk/run blend, attacks that interrupt locomotion, hit reactions that override everything. Designs and wires AnimationTree state machines and blend trees in Godot 4.5. Trigger on "AnimationTree", "state machine", "blend tree", "transition", "play animation when", "character keeps T-posing", "wire anim…
Audio Direction
Use when defining the sonic identity — music style, instruments, SFX vocabulary, dynamic music plan. Outputs an audio bible at `.summer/audio-bible.md`. Trigger on "audio direction", "audio bible", "music style", "sound design", "what should it sound like", "dynamic music".
Tune Performance
Use when the user reports the game is slow, drops framerate, stutters, takes forever to start, or runs poorly on specific hardware. Profiles the running game via summer_get_diagnostics, identifies hotspots (rendering / physics / scripting), and proposes specific fixes with before/after metric expectations. Trigger on "slow", "lag", "fps drop", "stuttering", "performance", "optimize", "profile", "…
3d Lighting
Use when setting up lighting in a 3D scene — adding lights, configuring WorldEnvironment, sky, or shadows. Covers DirectionalLight3D vs Omni vs Spot, shadow tuning, ambient/sky-driven lighting, and Godot 4.5-era conventions. Trigger on "lighting", "shadows", "WorldEnvironment", "sun", "ambient", "sky", "light".
Game Feel
Add juice: hit-flash, trauma-based camera shake, and audio ducking wired so one hit fires all three — for games that feel flat or lack impact.
Asset Strategy
Route any 'I need a [thing]' asset request to the right specialist skill — disambiguates 2D / 3D / audio / video / VFX / animation pipelines.
Organic Model
Use when generating organic shapes — trees, rocks, mushrooms, coral, bushes, alien plants, vines, crystals, fruit, bones. The "easy mode" of 3D generation; AI artifacts read as natural irregularity. Trigger on "make a tree", "generate rocks", "I need foliage", "mushroom prop", "alien plants", "fill the scene with shrubs", "scatter some boulders".
Scene Composition
Use when building or organizing scenes in Godot — node hierarchy conventions, when to extract sub-scenes, reusable prefab patterns, instance vs add-node decisions. Trigger on "scene", "sub-scene", "instance", "prefab", "node hierarchy", "scene structure", "PackedScene".
Sprite Sheet
Use when generating animated 2D character sprites laid out as a sprite sheet (grid of frames) — walk cycle, attack frames, idle bob, death sequence. Wires into AnimatedSprite2D / SpriteFrames. Trigger on "sprite sheet", "walk cycle", "attack frames", "animated sprite", "frame-by-frame animation", "2D character animation".
Scene To Level
Use when the user wants to go from a single scene reference image (a screenshot or concept art of how the final game should look) all the way to a playable Godot scene populated with the right assets and terrain. Orchestrates concept → asset pack → terrain → composition → scene assembly. Trigger on "build this scene", "make this playable", "I want a level that looks like this", "from a screenshot…
Tileable Texture
Use when generating a seamless tileable texture for walls, floors, terrain, ceilings — square tile that repeats cleanly on all four edges. Wires onto PlaneMesh / CSGBox3D / MeshInstance3D as a StandardMaterial3D albedo. Trigger on "tileable texture", "seamless texture", "wall texture", "floor texture", "ground texture", "terrain texture", "tiled material".
Create Asset Sheet
Use when the user wants to generate a pack of 2D game assets from a single prompt — a tile sheet, UI kit, menu screen, character pack, or biome set. The skill plans the prompt, generates a coherent sheet, removes the background, vision-detects each item, classifies it, and saves as a single pack ArtAsset. Trigger on "asset sheet", "asset pack", "tile sheet", "tileset", "UI kit", "asset pack for",…
Browse Templates
Use when the user wants to see available Summer Engine project templates, start from an existing template, or asks "what templates exist?" — fetches the live list from github.com/SummerEngine, presents the choices, and creates a project from the chosen template via `summer create <slug> <project-name>`. Trigger on "templates", "starter", "boilerplate", "from a template", "what's available", "show…
Summer
Use when the user types "/summer <anything>" — adopts the Summer Engine game-dev persona and routes the request through the Summer skill family. Trigger on any message starting with "/summer ", or "as Summer" / "in Summer mode" / "using Summer" framings.
Asset Strategy
Use when planning asset creation, picking an asset pipeline, or routing an "I need a [thing]" request to the right specialist skill. Disambiguates between 2D / 3D / audio / video / VFX / animation pipelines and dispatches via the Skill tool. Trigger on "assets", "asset pipeline", "make a model", "I need a sound", "create concept art", "generate something", broad creative requests.
New Project
Use when the user wants a fresh blank Summer Engine project — not from a template. Asks one question (project name) and runs `summer create empty <name>`. Trigger on "new project", "blank project", "empty project", "from scratch", "start fresh", "create new game", "blank canvas", "scaffold a project".
Retarget
Use when the user wants to apply existing animation clips from one rigged character to a different rigged character — same library, multiple models, no regeneration. Trigger on "retarget", "reuse animation", "apply to other character", "same animations on different model", "share animation library".
Make Game
Use when the user says "make me a game", "build me a game", "I want to make a [genre] game", "let's build something" — the orchestration spine that runs the full game-dev pipeline: brainstorm → plan → scaffold → build core mechanics → art direction → audio → polish/VFX → verify → ship. Delegates to specialist skills with explicit checkpoints between phases. Trigger on "make a game", "build me a g…
Character Portrait
Use when generating a single, polished bust/portrait of a character for dialogue UI, character-select screens, lore cards, or codex entries. One character, locked composition, VN-style. Trigger on "character portrait", "dialogue portrait", "VN portrait", "character bust", "headshot", "character select image", "lore card art".
Procedural Animation
Use when the user needs runtime-driven bone modification on top of clips — head look-at, foot IK on uneven ground, hand-grabs-prop, additive lean, hit-direction recoil. Code-and-modifier patterns, not generation. Trigger on "look at", "IK", "foot placement", "foot IK", "lean", "additive layer", "feet floating", "hand penetration", "head tracks player", "ragdoll".
Generate Motion
Use when the user needs an animation clip on a rigged character — idle/walk/run/attack from the curated Meshy library. Picks the right curated motion, attaches the resulting clip to an AnimationPlayer. Trigger on "animation", "animate", "idle", "walk", "run", "attack animation", "motion", "mocap", "dance", "death animation".
Sound Effect
Use when generating short SFX one-shots — footsteps, weapon swings, UI clicks, hit impacts, environmental cues. Wires the resulting clip as an AudioStreamPlayer / 2D / 3D and auto-frees on finished. Trigger on "make a sword swing sound", "generate a UI click", "I need a footstep", "add a hit sound", "spawn an SFX".
Skybox Panorama
Use when generating a 360° panoramic sky image for use as a Sky resource (PanoramaSkyMaterial) in a 3D scene. Equirectangular projection, 2:1 aspect. Wires into WorldEnvironment.sky. Trigger on "skybox", "sky panorama", "360 background", "environment sky", "HDRI sky", "panoramic background", "panorama sky".
Prop Model
Use when generating a single static 3D prop — sword, barrel, chest, lantern, throne, statue, crate, key, potion, banner. One isolated object, no rigging, wired into the scene as a MeshInstance3D. Trigger on "make a sword", "generate a chest", "I need a barrel", "add a lantern model", "give me a treasure prop", "create a statue".
Character Model
Use when generating a humanoid character ready for animation — player avatar, NPC, enemy, boss, companion. Generates a T-pose reference image, gates an un-rigged preview past the user, then runs the Meshy auto-rig pass and wires the result as a CharacterBody3D (movement) or Node3D (cinematic). Trigger on "make a character", "generate the player", "I need an enemy model", "create an NPC", "rigged…
Art Direction
Use when defining the visual style of the game — references, palette, mood, lighting plan, post-processing, do/don't list. Outputs an art bible at `.summer/art-bible.md`. Trigger on "art direction", "art bible", "visual style", "color palette", "what should it look like", "the look".
Gdscript Patterns
Use when writing or refactoring GDScript — type hints, signals, exports, onready, lifecycle methods (`_ready` vs `_process` vs `_physics_process`), `get_node` vs `$NodePath`, naming conventions. Trigger on "GDScript", "script", "signals", "exports", "onready", "_ready", "_process".
Use Widget Asset
Use when consuming a widget slice (panel, button, slider, progress bar, or toggle pair) from a `create-asset-sheet` pack into a Godot scene. The pack's metadata.sliceMeta carries 9-slice margins, fill rects, and on/off pair links per slice — this skill explains how to wire those into NinePatchRect / TextureProgressBar / TextureRect so the asset behaves like a real UI control instead of a static t…
Peer To Peer Multiplayer
Use when starting a multiplayer Godot game from scratch — peer-to-peer with host authority. Build the network architecture top-down so authoritative state, routing rules, and real-time rendering aren't bolted on later. Use BEFORE writing game logic, not after. Trigger on "multiplayer", "peer-to-peer", "p2p", "co-op", "host", "multiplayer architecture", "add multiplayer".
Design Level
Use when designing a single level — layout, pacing, encounters, secrets, reward gating. Outputs a level design doc and a concrete node-tree skeleton for `summer_create_scene`. Trigger on "design a level", "design level 1", "tutorial level", "boss arena", "design the encounter", "make a level layout".
Instantiate Asset Pack
Use when the user wants to import or spawn an entire asset pack (the multi-slice ArtAsset produced by `create-asset-sheet`) into the current scene — not a single slice, the whole pack. Reads the pack's per-slice metadata (zOrder, isComposite, parentSliceIndex, widget, bbox), groups composites, sorts children by paint order, and emits the Sprite2D / Node2D / NinePatchRect ops to lay it out correct…
Fps Controller
Use when building an FPS, first-person movement, or a 3D character that walks, jumps, and reacts to external forces — production-quality first-person controller with WASD, mouse look, jump, coyote time, jump buffering, air control, and external-velocity handling. Trigger on "FPS", "first-person", "WASD", "character controller", "mouse look", "player movement", "jump".
Setup Multiplayer
Use when the user wants to add multiplayer to an existing single-player game — co-op LAN, co-op online, competitive PvP, or lobbies/matchmaking. Strong opinion that you start with Godot's high-level MultiplayerAPI plus MultiplayerSpawner and MultiplayerSynchronizer; only roll custom networking with a justified reason. Walks peer authority, RPC patterns, replication graph, and irreversible archite…
Vehicle Model
Use when generating a hard-surface vehicle — car, motorcycle, spaceship, hover bike, boat, mech, tank, helicopter. Static mesh, optional secondary detail-texture pass, wired as Vehicle3D (player-driven) or MeshInstance3D (background). Trigger on "make a car", "spaceship model", "generate a mech", "I need a vehicle", "hover bike", "tank model", "racing car".
Music Track
Use when generating a looped or cinematic music track. Loops are authored at >=30s with a marked loop point; cinematic tracks at >=60s linear. Trigger on "generate music", "make a calm track", "boss music", "title screen music", "main theme", "exploration loop", "combat track".
Export And Ship
Use when the user is ready to export a build for distribution to Steam, itch.io, web (HTML5), iOS, Android, or any combination. Validates icons, store banners, screenshots, build config, and runs a pre-flight checklist before producing a release build. Trigger on "export", "ship", "release", "build", "Steam", "itch", "HTML5", "iOS", "Android", "submit", "publish".
Ui Basics
Use when building Godot UI — HUDs, main menus, pause menus, health bars, progress bars, dialogue boxes, or any Control-node tree. Covers anchors, containers (VBox/HBox/Margin), responsive layout, and theme vs inline styling. Trigger on "UI", "HUD", "menu", "health bar", "Control", "anchors", "VBoxContainer", "main menu", "pause menu".
Environment Kit
Use when generating a modular environment kit — wall pieces, floor tiles, pillars, doors, arches, corner blocks that snap together to form a level. Multiple meshes that share a visual style. Trigger on "build a dungeon kit", "modular walls", "level kit", "tileset", "interior pieces", "snap-together pieces", "make a kit for the temple".
Adaptive Music
Use when wiring music stems to game state — combat / explore / boss / tension crossfades on a shared bus. Pairs generated stems with a state machine and AudioBus structure. Trigger on "adaptive music", "dynamic music", "music changes when combat starts", "layered music", "vertical music", "wire stems".
Ambient Bed
Use when generating a long looping location ambience — forest at dawn, dungeon air, city street, spaceship hum, cave drip. Non-melodic, low-energy, never draws attention. Wires as a looping AudioStreamPlayer on the Ambient bus with a marked seamless loop. Trigger on "ambient bed", "room tone", "background ambience", "forest ambience", "dungeon air", "make it sound like a cave".
Debug
Use when the user reports a bug, crash, error, or unexpected behavior in a Godot/Summer project, before making any code or scene changes — runs a disciplined script-errors → console → debugger → hypothesis → fix → verify loop. Trigger on "debug", "crash", "error", "broken", "not working", "freezes", "wrong".
Concept Art
Use when the user is exploring art direction — wants 3-4 rough variants of a character, environment, or prop to pick a vibe before committing to a final asset. Generates a batch of evocative concept images, not finals. Trigger on "concept art", "art direction", "explore the look", "give me some variants", "what could this character look like", "mood board", "rough sketches".
Voice Line
Use when generating TTS voice lines — NPC barks, narrator, dialogue. Includes voice-id discovery via summer_list_models family:'audio-voice', a character-to-voice decision tree, stability/style/similarity guidance, and the multi-line dialogue case via text_to_dialogue. Trigger on "make a voice line", "narrator", "NPC says", "voice for the merchant", "TTS line", "dialogue".
Cinematic Cutscene
Generate a non-interactive cutscene — reference-locked look, a 5-10s image-to-video shot, optional TTS dialogue — wired as a fading VideoStreamPlayer.
Headless Scripting
Run a GDScript file against Summer Engine from the shell for operations no MCP tool exposes — navmesh baking, collision shapes, TileSets, re-imports.
Navigate Summer
When to open a Summer web page or editor surface FOR the user (billing, their games, the scene just built) versus acting through the API, using summer_open.
Environment Kit
Generate a modular environment kit — wall pieces, floor tiles, pillars, doors, arches, corners — snap-together meshes sharing one visual style.
Music Track
Generate a looped or cinematic music track — loops authored at >=30s with a marked loop point, cinematic tracks at >=60s linear.
Organic Model
Generate organic 3D shapes — trees, rocks, mushrooms, coral, plants, vines, crystals — where AI artifacts read as natural irregularity.
Concept Art
Explore art direction with 3-4 rough concept variants of a character, environment, or prop to pick a vibe before committing to a final asset.
Auto Fire Targeting
Design or fix auto-fire weapon targeting (survivors, top-down ARPG, tower defense) — the pending-damage pattern that prevents over-commit and overkill.
Gameskill
Capture what a game-dev session just learned as a reusable skill (project, user or Summer library) so the next session starts smarter.
Ambient Bed
Generate a long looping location ambience — forest, dungeon, city, spaceship, cave — a looping AudioStreamPlayer on the Ambient bus with a seamless loop.
Brainstorm Game
Turn a vague idea into a buildable plan — genre, scope, core loop, mechanics, art direction — written as a 1-page brief to .summer/GameSoul.md.
Dispatching Parallel Agents
Work 2+ independent tasks in parallel when they share no state and have no sequential dependencies.
Investigating Bugs
Systematic investigation of any bug, test failure, or unexpected behavior before proposing fixes.
Fps Controller
Production-quality first-person controller — WASD, mouse look, jump, coyote time, jump buffering, air control, and external-velocity handling.
Animation Tree
Design and wire AnimationTree state machines and blend trees so clips respond to gameplay — locomotion blends, attack interrupts, hit reactions.
Driving The Editor Ui
Drive the editor UI by name: invoke actions, clear blocking dialogs, switch the main screen, read a dock — and route scene work to the scene tools instead.
Create Asset Sheet
Generate a pack of 2D game assets from one prompt — tile sheet, UI kit, character pack, or biome set — sliced, classified, and saved as one pack ArtAsset.
3d Lighting
Set up 3D scene lighting — DirectionalLight3D vs Omni vs Spot, WorldEnvironment, sky, shadow tuning, ambient — per current Summer conventions.
Browse Templates
List available Summer Engine project templates, present the choices, and create a project from the chosen one via summer create.
Godogen Visual Proof Game Generation
Godogen-style game generation with a visual QC loop — capture frames from the running game, self-verify against the brief, bounded fix rounds, proof clip.
Design Mechanic
Design one game mechanic in detail — input, response, feedback, failure modes, depth, tunables — outputs a design doc, node-graph sketch, GDScript stub.
Design Npc
Design enemy/NPC/boss/companion behavior — perception, personality, intent, action state machine, telegraphs — outputs a GDScript stub plus node tree.
Instantiate Asset Pack
Import a whole create-asset-sheet pack into the scene: groups composites, sorts paint order, emits Sprite2D/Node2D/NinePatchRect ops to lay it out.
Character Portrait
Generate a single polished character bust for dialogue UI, character select, lore cards, or codex entries. One character, locked composition, VN-style.
Brainstorming
Explore user intent, requirements, and design before implementation — must run before any creative work: features, components, mechanics, behavior.
Peer To Peer Multiplayer
Start a multiplayer game from scratch with peer-to-peer host authority — network architecture built top-down, before writing game logic.
Debugging Game Feel
Debug features that work but feel wrong — floaty jumps, mushy combat, sluggish camera — subjective bugs living in tuning, timing, and feedback layers.
Character Animation Wiring
Wire a rigged, animated character end to end — inspect real clips and bones, locomotion state machine, method-track events, poses, blend shapes, root motion.
Diagnosing Perf Regressions
Find why frame rate, frame time, or load time got worse since a known-good state — regression hunting, not general performance tuning.
Pixel Art
Generate pixel-art assets — sprites, items, tiles, portraits — at a specific resolution with pixel-perfect grid, limited palette, retro feel.
Gdscript Patterns
GDScript conventions — type hints, signals, exports, onready, lifecycle methods, get_node vs $NodePath, naming.
Audio Direction
Define the game's sonic identity — music style, instruments, SFX vocabulary, dynamic music plan — output as an audio bible at .summer/audio-bible.md.
Fabricating Assets
Fabricate meshes with a bpy script in the user's own Blender (summer_fabricate_3d) — kits with exact dimensions, VFX meshes, post-processing generated models.
Character Model
Generate a rigged humanoid — player, NPC, enemy, boss — via T-pose reference, user-gated preview, and Meshy auto-rig, wired as CharacterBody3D or Node3D.
Celeste Momentum Platforming
Celeste-style 2D precision platformer movement — momentum running, coyote time, variable jumps, dash, wall jump/slide, climb stamina, pixel corner correction.
Export And Ship
Assess and prepare a game export: inventory installed templates and targets, validate release assets and config, produce supported builds after approval.
Design Level
Design a single level — layout, pacing, encounters, secrets, reward gating — outputs a level design doc and a node-tree skeleton for summer_create_scene.
New Project
Create a fresh blank Summer Engine project — asks one question (project name) and runs summer create empty.
Facial And Lipsync
Make a character's mouth move with a voice-over — phoneme extraction from audio, viseme blendshape mapping, and emotional facial expressions.
Debug
Disciplined bug/crash/error loop for Summer projects — script errors, console, debugger, hypothesis, fix, verify — before making code or scene changes.
Host Authoritative State
Design the state layer of a multiplayer game — what the host owns, how clients request changes, and how the host validates and broadcasts.
Lumera Single Image Scene Reconstruction
Lumera-style single image to editable 3D scene — VLM-parsed object boxes and parametric lights, per-object meshes, HDR probe, .tscn assembly, refinement loop.
Animated Loop
Generate a short seamlessly-looping video clip — splash background, animated logo backdrop, idle title-screen footage — wired as a looping VideoStreamPlayer.
Generate Motion
Attach an animation clip to a rigged character from the curated Meshy motion library — idle, walk, run, attack — wired via AnimationPlayer.
Make Game
Orchestration spine for 'make me a game': brainstorm, plan, scaffold, mechanics, art, audio, polish, verify, ship — delegates to specialist skills.
Adaptive Music
Wire music stems to game state — combat/explore/boss/tension crossfades on a shared bus, paired with a state machine and AudioBus structure.
Art Direction
Define the game's visual style — references, palette, mood, lighting plan, post-processing, do/don't list — output as an art bible at .summer/art-bible.md.
Design Mechanic
Use when designing one specific game mechanic in detail — input, response, feedback, failure modes, depth, tunables. Outputs a design doc and a scaffolding-ready node-graph sketch + GDScript stub. Trigger on "design a mechanic", "how should X work", "design the parry", "design the dash", "design the inventory", "the loop is broken".
Auto Fire Targeting
Use when designing or fixing the targeting system for an auto-fire weapon (survivors-genre, top-down ARPG, tower-defense). Covers the pending-damage pattern that prevents over-commit when bullet flight time is longer than fire rate. Trigger on "auto-fire", "auto-aim", "weapon targeting", "targeting", "wasted bullets", "overkill", "damage prediction", "survivors weapon".
Facial And Lipsync
Use when the user has a voice-over (or wants one) and needs the character's mouth to actually move with the words — phoneme extraction from audio, mapping to viseme blendshapes, plus emotional facial expressions (smile, frown, surprise). Trigger on "lipsync", "lip sync", "talking head", "phonemes", "viseme", "facial animation", "blendshapes", "make him talk", "dialogue animation".
Agent Playtesting
Playtest by driving the LIVE game — deterministic launch, frame-stamped probes before/after each action, exact frame steps, scripted or recorded input.
Host Authoritative State
Use when designing the state layer of a multiplayer Godot game — deciding what's host-owned, how clients request changes, how the host validates and broadcasts. Pairs with `/peer-to-peer-multiplayer`. Trigger on "host authority", "authoritative state", "state ownership", "MP cheating", "client validation", "RPC patterns".
Ui Graphics
Use when generating UI elements — icons, buttons, panels, frames, HUD widgets, badges. Flat-design, transparent-background, game-UI style. Wires the result via TextureRect / NinePatchRect / AtlasTexture. Trigger on "UI icon", "button graphic", "HUD element", "panel frame", "menu background", "inventory slot", "ability icon", "badge".
Design Npc
Use when the user wants to design an enemy, NPC, boss, companion, civilian, or wave-spawned mob's behavior. Walks perception, personality knobs, intent layer, action state machine, telegraphs, defeat handling, and group emergence — outputs a state-machine GDScript stub plus the recommended node tree. Trigger on "enemy", "NPC", "boss", "companion", "AI", "behavior", "mob", "perception", "design en…
Play
Use when the user says "play", "run it", "test it", "let me see it", or "start the game". Runs the project in Summer Engine, briefly waits, then reports what's happening — clean run, errors, or warnings.
Brainstorm Game
Use when the user wants help deciding what game to make, scoping a new project, or turning a vague idea into a buildable plan. Walks through genre, scope, core loop, mechanics, and art direction, then writes a 1-page brief to `.summer/GameSoul.md`. Trigger on "brainstorm a game", "what should I make", "I want to make a game", "help me scope", "new game idea".