What problem does it solve? Phaser games need external assets fetched, decoded, and cached before scenes can use them, and the Loader plugin's many file types, URL resolution rules, and event lifecycle are easy to misuse. This Skill provides the correct patterns for queuing assets in preload(), tracking progress, and avoiding common pitfalls like duplicate keys or forgetting to start the Loader manually. ## Core Features & Use Cases - All File Types: Covers every this.load method including image, spritesheet, atlas, multiatlas, audio, audioSprite, video, JSON, tilemaps, bitmap fonts, web fonts, SVG, and pack manifests. - Load Events & Progress: Documents the full event lifecycle (start, progress, filecomplete, complete, loaderror) for building progress bars and loading screens. - URL Resolution & Caching: Explains baseURL, path, prefix, cross-origin settings, and the global cache system (this.cache.json, this.textures) shared across scenes. - Use Case: You are building a Phaser 4 game scene and need to load a sprite atlas, background music with OGG/MP3 fallbacks, and a Tiled tilemap while showing a progress bar. This Skill gives you the exact preload() code and event wiring. ## Quick Start Ask the AI to show how to load a spritesheet, an audio file with format fallbacks, and a Tiled JSON tilemap in a Phaser 4 scene with a progress bar.