What problem does it solve? Phaser games need external assets like images, spritesheets, audio, and tilemaps fetched and cached before scenes can use them, and mishandling the Loader leads to missing textures, silent failures, or broken progress screens. This Skill provides the correct patterns for queuing, loading, and caching every asset type in Phaser. ## Core Features & Use Cases - Full File Type Coverage: Load images, spritesheets, atlases (JSON, XML, multiatlas, Aseprite), audio with format fallbacks, video, JSON, tilemaps, bitmap fonts, web fonts, SVG, and pack manifests. - Loader Events and Progress: Track load progress with events like progress, filecomplete, loaderror, and complete to build loading screens and progress bars. - URL and Cache Management: Control baseURL, path, and prefix resolution, and access loaded data through global caches like this.cache.json and the Texture Manager. - Use Case: You are building a Phaser game scene and need to load a sprite atlas, background music in OGG and MP3 formats, and a Tiled JSON tilemap with a progress bar. This Skill gives you the exact preload() code and event wiring to do it correctly. ## Quick Start Ask the AI to show how to load a spritesheet, an audio file with format fallbacks, and a Tiled tilemap in a Phaser Scene preload method with a progress bar.