About phaser-asset-advisor
phaser-asset-advisor is a skill for designing and optimizing asset pipelines in Phaser 4 projects. It helps select loading methods, organize loading stages, and plan asset and build optimizations.
Key features
- 01Asset category and format selection
- 02Boot and preloader stage planning
- 03Atlas and spritesheet recommendations
- 04Audio loading and unlock planning
- 05Memory and build optimization guidance
Use cases
- 01Designing a Phaser 4 asset pipeline
- 02Organizing assets by loading stage
- 03Choosing formats for sprites and audio
- 04Reviewing mobile memory and build output
Install
Copy the command and run it in a terminal.
$
npx skills add https:/ / github.com/ yakoub-ai/ phaser4-gamedev --skill phaser-asset-advisorAfter installing, type/phaser-asset-advisorin Claude Code to confirm it loaded.
Bundled filesreferences/agent-guidance.md
Details
From the project READMEPhaser 4 Asset Advisor
Use this skill to design, implement, or optimize Phaser 4 asset pipelines.
Workflow
- Identify the asset categories: backgrounds, sprites, animations, UI, atlases, tilemaps, audio, fonts, and generated placeholders.
- Choose the right load method and format for each asset type.
- Decide what belongs in BootScene versus PreloaderScene versus level-specific lazy loading.
- 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.
- Keep load keys stable and document them in shared constants when the project already uses key registries.
- 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.
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