What problem does it solve? Phaser games with multiple screens (menus, HUDs, levels, pause overlays) require careful management of scene lifecycles, data passing, and render order, and mistakes like resetting state in constructors or misusing start versus switch cause subtle bugs. ## Core Features & Use Cases - Lifecycle Guidance: Covers init, preload, create, and update methods plus the ten scene states from PENDING to DESTROYED. - Multi-Scene Orchestration: Documents start, launch, run, switch, pause, sleep, wake, and animated transitions via the ScenePlugin. - Data and Event Communication: Explains six patterns for passing data between scenes, including the global registry and cross-scene event emitters. - Use Case: When building a game with a HUD overlay, use this Skill to launch a UIScene in parallel with the GameScene and wire score updates through scene events. ## Quick Start Ask the AI to create a Phaser scene that pauses the game and shows a menu overlay using the scenes skill.