Nine agent skills for building Makepad/Rust games, ported from majidmanzarpour/threejs-game-skills. Same director-routed workflow and premium bar; runtime rewritten for this fork's game crates. - makepad-game-director entrypoint, routing, continuity, asset probe - makepad-gameplay-systems loop, movers vs rigid bodies, input, camera, netplay - makepad-aaa-graphics-builder lighting, shaders, budget, visual scorecard - makepad-game-ui-designer HUD, menus, touch and XR UI - makepad-debug-profiler defect bisection and profiling - makepad-qa-release verification ladder, evidence, packaging - makepad-3d-generator CC0 model search, casts, procedural geometry - makepad-image-generator texgen textures, palettes, sky, icons - makepad-audio-generator sample bank, mixer, material impacts, 3D audio Written against the real APIs in libs/game/*, libs/sim and apps/arcade: the game.* verb table, GameRenderer adaptive quality, the packed 6-float GameMeshVertex layout, script_mod! splash styling, makepad-test driving, and the BUDGETS.md numbers. No paid generation API is required - the CC0 library plus seeded makepad-game-gen replaces them. Includes install.sh (Codex/Claude), validate-skills.sh and a repo-aware probe_assets.sh; both scripts verified against this checkout.
4.6 KiB
Visual scorecard
Ten categories, scored 0–3 from screenshots of the actual build. Premium means no category below 2 and an average of at least 2.3.
Score from captures at the target aspect ratio, in the states that exist (menu, playing, win, lose). Scoring from memory of the code is not scoring.
Scale
- 0 — absent. The category was not addressed at all.
- 1 — placeholder. Engine default, or the first thing that worked.
- 2 — authored. Someone clearly decided this. Consistent, intentional, no obvious artefact.
- 3 — crafted. Decided and refined, with a detail that only deliberate iteration produces.
Categories
1. Silhouette and hero readability. Can you identify the player instantly, at speed, against the busiest background in the game? 1: hero is a primitive or reads the same as scenery. 2: distinct shape, contrasts with background. 3: distinct at a glance even in the most cluttered frame, with a rim or value contrast holding it out.
2. Lighting. Direction, colour, and separation of key from ambient.
1: flat, uniform, or default noon. 2: directional key with coloured hemispheric ambient, consistent light_dir across all draw types. 3: time-of-day committed, low sun with long shadows, warm/cool key-ambient split, bounce reading on undersides.
3. Materials and surface variety. Do surfaces differ from each other? 1: untextured flat colour everywhere. 2: tint variety and texture where it matters; palette respected. 3: material families are legible (metal vs cloth vs ground) and props are varied by tint/scale/rotation jitter so nothing is stamped.
4. Ground and world kit. The largest surface in most frames. 1: flat plane or bare terrain. 2: textured or displaced ground with edge treatment and props anchored by contact shading. 3: layered ground — path, wear, debris, transitions — that tells you where to go.
5. Composition and camera. Framing, FOV, distance, lag. 1: camera exists. 2: framing suits the genre, lag and lookahead tuned, hero occupies a sensible screen fraction. 3: framing directs attention; FOV responds to speed; camera collision handled without snapping.
6. Colour. Palette discipline and value structure. 1: default or arbitrary colours. 2: 3 dominant + 2 accent held consistently; accents reserved for gameplay-relevant things. 3: value structure separates fore/mid/background; colour carries meaning the player learns.
7. Shadows and contact. Do objects sit on the ground? 1: no shadows; props float. 2: shadow casters budgeted sensibly, hero always shadowed, baked AO in contact regions. 3: contact shading tight under props, soft at distance, no peter-panning or visible cascade seam.
8. Effects. Particles, impacts, fireworks, trails. 1: none, or one generic puff. 2: impacts have flash + burst + trace, driven by real collision events. 3: effects are layered and short, colour-matched to the palette, and read as caused by the thing that caused them.
9. Sky and atmosphere. Backdrop and depth. 1: solid clear colour. 2: sky configured, fog agreeing with the horizon, depth reads. 3: atmosphere supports the time of day, aerial perspective separates distance bands.
10. Motion and feel (visual). Animation and responsiveness as seen. 1: static or a single looping clip. 2: locomotion states blend, hits produce visible reaction, camera shake on impact. 3: anticipation and follow-through present, animation speed matches ground velocity (no foot-skate), idle variety.
Scoring template
1 silhouette 2 hero knight reads against dunes; rim light would push to 3
2 lighting 3 18deg sun, warm key + cool sky ambient, consistent across draws
3 materials 2 five palette tints on crates; ground still one material
4 ground 1 flat terrain, no texture <-- BLOCKS PREMIUM
5 composition 2
6 colour 3
7 shadows 2
8 effects 2
9 sky 3
10 motion 2
avg 2.2 - not premium: category 4 below 2, average below 2.3
next: texgen ground material + path wear, re-score
Rules
- Score the build, not the intent. "The shader supports it" is not a 2.
- A single category below 2 blocks the premium claim, whatever the average.
- Interpret through the genre. A minimalist puzzle game is not required to have volumetric atmosphere; it is still required to have decided its colour, lighting and ground.
- If the user explicitly chose a flat/primitive/low-poly style, that style is the bar — score against it, and say so.
- Do not score your own work generously to close the task. The reviewer prompt exists because self-scoring drifts up; ask for defects, not agreement.