IgorGribowsky
Community@IgorGribowsky
IgorGribowsky provides Unity game development skills covering prefab safety, gameplay mechanics, UI flows, save systems, balance configs, and playtest-driven planning.
Agent Skills by IgorGribowsky
Showing 11 vetted skills indexed across 1 GitHub repositories.
имя-скилла
Provides a Markdown template for authoring SKILL.md files with frontmatter and structured sections.
concept-intake
Converts raw game concept notes into structured design documentation through batched clarifying questions.
content-and-balance
Structures Unity ScriptableObject configs for game balance, waves, economy, and difficulty curves.
unity-asset-safety
Prevents silent Unity asset data loss when editing prefabs, scenes, and serialized fields.
feedback-polish
Guides implementation of game feel effects like camera shake, hit sounds, and particles in Unity.
dev-plan
Builds and rebuilds game development plans as playtest-verifiable tasks and milestones.
bugfix
Diagnose and fix software bugs through a strict repro-cause-fix-regression workflow.
project-adopt
Generates project documentation by scanning existing Unity codebase structure and configs.
ui-flow
Guides building Unity screens, menus, and HUD with prefabs, focus navigation, and event-driven updates.
save-and-settings
Implements crash-safe save files and game settings persistence in Unity.
gameplay-mechanic
Implements Unity gameplay mechanics from design docs through code, scene assembly, and verification.
Frequently Asked Questions About IgorGribowsky
FAQPage SchemaWhat tasks can I accomplish with IgorGribowsky's Unity skills?▼
You can implement gameplay mechanics, build UI screens and HUDs, create save and settings systems, author balance configs and difficulty curves, add sound and hit-feedback polish, fix bugs via repro-to-regression cycles, and generate project documentation from existing code.
Who are these Unity skills designed for?▼
They target Unity game developers working on mechanics, UI, saves, and content balance, especially solo devs or small teams who want structured documentation, playtest-verifiable task plans, and protection against Unity's silent asset corruption.
How do I use these skills in practice?▼
Skills are triggered by slash commands like /intake, /plan, and /adopt, or by context — for example, reading unity-asset-safety before editing any prefab or serialized field, and gameplay-mechanic when implementing a mechanic through MCP with a cheap post-edit verification loop.
What prerequisites or dependencies do these skills require?▼
You need an active Unity project with assets such as prefabs, scenes, and ScriptableObjects. The gameplay-mechanic skill assumes an MCP-based workflow, and project-adopt requires an existing codebase to scan when generating documentation from code rather than from design intent.
How do these skills prevent Unity data loss?▼
The unity-asset-safety skill documents where Unity silently corrupts data: renames breaking GUID references, serialized field defaults resetting, overrides applied instead of prefab edits, and Play mode changes being discarded — with rules to follow before any code-driven asset edit.