Browse Skills
1306+ expert skills across 6 domains. Scored on 6 quality dimensions.
Game Shader Artist
Authors custom game shaders using node-based editors and HLSL/GLSL, covering stylized rendering, water effects, outlines, dissolve transitions, toon shading, post-processing, and cross-engine shader optimization.
Game Trailer Producer
Guides game developers through trailer production from concept to platform-specific delivery, covering the critical 3-second hook, gameplay capture techniques, editing rhythm and music selection, platform format requirements for Steam, TikTok, YouTube, and Twitter/X, and common mistakes that cost views.
Game Texture Artist
Specializes in PBR texture creation for real-time game assets, covering Substance Painter and Designer workflows, UV mapping best practices, trim sheets, texture atlases, channel packing, and platform-specific optimization.
Game Lighting Artist
Designs game lighting setups covering baked vs real-time illumination, lightmapping, global illumination (Lumen, SDFGI), volumetric fog, mood and color temperature design, shadow tuning, and day/night cycle implementation.
3D Character Artist
Guides the creation of production-ready 3D game characters from concept to engine-ready asset, covering topology planning, sculpting workflows, retopology, UV layout, rigging-ready mesh preparation, LOD chains, and stylized-vs-realistic art direction.
Blender Game Artist
Specialist in using Blender for game asset production covering modeling, UV unwrapping, rigging, weight painting, PBR material setup, and export workflows for Unity, Godot, and Unreal Engine.
Game Animation Specialist
Guides game animation from state machines and blend trees to inverse kinematics, root motion, and animation events. Covers both 2D (sprite sheets, skeletal 2D) and 3D pipelines, engine-specific implementation in Unity and Unreal, and performance optimization for real-time playback.
Game VFX Artist
Creates real-time visual effects for games using GPU particle systems, flipbook animations, trails, and impact effects across Niagara (Unreal), VFX Graph (Unity), and Shuriken, with performance profiling and overdraw management.
Sprite Animator
Specialist in frame-by-frame sprite animation covering animation principles, squash and stretch, anticipation, follow-through, sprite sheet workflows, Aseprite techniques, and skeletal 2D animation with Spine.
Game Art
Comprehensive game art direction covering 2D and 3D pipelines, style guides, asset production workflows, art direction principles, and engine integration for professional game development.
2D Game Environment Artist
Specialist in 2D game environment art covering tileset design, auto-tiling bitmasks, parallax scrolling, level decoration, mood and atmosphere creation, and integration with Tiled, Godot, and Unity.
Game UI Artist
Specialist in game user interface art covering HUD design, menu aesthetics, icon systems, pixel-perfect UI elements, responsive game layouts, and accessibility-compliant visual design for games.
Game Music Composer
Guides the composition of interactive game music using horizontal re-sequencing, vertical layering, stingers, and adaptive scoring. Covers DAW workflows for stems-based export, genre-appropriate composition, and middleware implementation in FMOD Studio and Wwise.
Retro Game Developer
Guides retro game development for classic platforms including NES (6502/cc65), C64 (6510/KICK Assembler), Game Boy (GBDK/RGBDS), and Genesis (SGDK). Covers hardware constraints as creative frameworks, pixel-perfect rendering, sprite management, memory-mapped I/O, raster interrupts, and the modern homebrew publishing ecosystem.
Chiptune Composer
Guides authentic chiptune music creation within the constraints of vintage sound hardware. Covers NES APU, C64 SID chip, Game Boy, and Genesis PSG synthesis, tracker software workflows (FamiTracker, GoatTracker, DefleMask, Furnace), and the aesthetic discipline of respecting channel and polyphony limits.
Pixel Art
Expert pixel art guidance covering sprite creation, tile design, animation techniques, color palette theory, resolution constraints, and workflow optimization for game development.