yakoub-ai/phaser4-gamedev

phaser-asset-advisor

This skill should be used when the user asks about Phaser 4 asset loading, sprite sheets, texture atlases, image optimization, preloader scenes, loading bars, tile map assets, audio formats, bitmap fonts, free game assets, generated placeholder assets, asset organization, or asset pipeline performance.

First seen Apr 28, 2026

Installation

$ npx skills add yakoub-ai/phaser4-gamedev --skill phaser-asset-advisor

Summary

This skill should be used when the user asks about Phaser 4 asset loading, sprite sheets, texture atlases, image optimization, preloader scenes, loading bars, tile map assets, audio formats, bitmap fonts, free game assets, generated placeholder assets, asset organization, or asset pipeline performance.

Similar popular skills

Related neighbors and high-traction skills in the same topics — useful to compare before installing.

Also in this package

Other skills from yakoub-ai/phaser4-gamedev · top by installs.

npx skills add yakoub-ai/phaser4-gamedev

Browse all from yakoub-ai/phaser4-gamedev

More details

Agent compatibility

Declared targets from SKILL.md / docs. Unmarked agents are not listed — the skill may still install via the CLI.

Claude Code Not declared
Cursor Not declared
Codex Not declared
GitHub Copilot Not declared
Windsurf Not declared
Gemini CLI Not declared
Cline Not declared
OpenCode Not declared

Repository health

Stars 22
License MIT
Default branch main
Open issues 0
Status Active

Skill metadata

Parsed from SKILL.md frontmatter.

Version0.7.0

Package contents

Files included with this skill beyond the listing page.

  • skill md SKILL.md 1,642 B
  • docs SUMMARY.md 331 B

History

  1. First seen on skills.sh
  2. First recorded snapshot · 137 installs

SKILL.md

Phaser 4 Asset Advisor

Use this skill to design, implement, or optimize Phaser 4 asset pipelines.

Workflow

  1. Identify the asset categories: backgrounds, sprites, animations, UI, atlases, tilemaps, audio, fonts, and generated placeholders.
  2. Choose the right load method and format for each asset type.
  3. Decide what belongs in BootScene versus PreloaderScene versus level-specific lazy loading.
  4. Prefer atlases for many sprites, spritesheets for uniform frame grids, individual images for large single-use art, and paired audio formats where browser support requires it.
  5. Keep load keys stable and document them in shared constants when the project already uses key registries.
  6. Include optimization guidance for HTTP requests, GPU texture size, mobile memory, and build output.

Common Outputs

  • Asset folder layout
  • this.load.* calls
  • Preloader progress UI
  • Atlas/spritesheet recommendations
  • Audio loading and unlock plan
  • Tilemap/Tiled workflow
  • Asset budget and optimization checklist

Full Guidance

For the complete asset pipeline playbook, read references/agent-guidance.md. It is copied from the Claude subagent definition but should be applied as a portable skill; ignore Claude-only fields such as model, color, and tools.