PizzaPocket

PizzaPocket

@PizzaPocket

GitHub
9 Skills
0 Total Stars
October 2026 Joined

Public Skills

architecture

by PizzaPocket

Design or revise Eleblorb buildings and their immediate plots after the settlement layout is fixed. Use for building programs, massing, facades, roofs, chimneys, openings, ramps, structural composition, and culturally coherent architectural style in the game's SuperEgg design language. For a whole village, census, economy, district, or civic layout, use settlement-design first.

Design 0 12d ago

interior-design

by PizzaPocket

Furnishing, dressing and lighting the inside of any Eleblorb building (homes, inn, hall, workshops, mills, shops). Use AFTER the architecture skill has fixed the plan and BEFORE placing furniture, props, lights or decor. Makes interiors feel lived in, specific to the people who live or work there, and pleasant where they should be, using SuperEgg parts and the engine's clearance rules.

Design 0 12d ago

settlement-design

by PizzaPocket

Plan or revise an Eleblorb village, town, civic district, or inhabited kingdom as a coherent community. Use for censuses, households, governance, economy, public space, districts, circulation, utilities, hazards, landscape systems, gameplay anchors, and authored settlement layout plans. Use before architecture, interior design, landscaping, or procedural placement begins.

Design 0 12d ago

npc-dialogue

by PizzaPocket

Writing or reviewing what Eleblorb's NPCs say (talk_lines, vendor_lines, keeper lines, schedules' remarks). Use whenever a resident gets lines, a settlement is populated, or dialogue reads like a character sheet. People talk in the moment; who they are shows through what they say, never by announcing it.

Comments 0 17d ago

character-design

by PizzaPocket

Designing how Eleblorb's named residents and populations look — dress, hair, skin tone, jewellery, build and body plan — for a whole community and for each person in it. Use when planning a new population's appearance, writing a settlement's dress charter, assigning looks to named residents, adding a garment or ornament to the figure code, or when characters read as uniform, costumed, muddy, clipped or underdressed. Works with settlement-design (who these people are) and figure-rig (how the bodies are built and move).

Design 0 17d ago

landscaping

by PizzaPocket

Landscape planning and outdoor design for Eleblorb settlements and kingdoms, including terrain, geology, planting, paths, shores, hazard edges, gardens, trees, water, lava, and outdoor furnishings. Use after the architecture skill fixes the civic layout and whenever revising the ground between buildings. Replaces scattered decoration with environmental systems that have a purpose.

Design 0 17d ago

ui-craft

by PizzaPocket

Building or editing any UI surface in Eleblorb (Hud, DialogUI, ShopUI, InventoryUI, PauseMenu, or a new one) through the ui_theme.gd/ui_kit.gd design system. Use before shipping a first pass on new UI, and whenever text is wrapping unexpectedly, a colored element reads illegible, a layout looks unbalanced/stretched, or a panel resizes when it shouldn't.

Design 0 18d ago

object-photography

by PizzaPocket

Rendering a live 3D object (or any Godot scene subtree) to a still 2D texture for UI display via a SubViewport "photoshoot" rig — the technique behind blorb_portrait.gd's Blorbs-tab portraits. Use whenever building or debugging an in-engine object-to-texture capture: framing/centering a subject, posing it, lighting it, or diagnosing a capture that comes out blank, cropped, zoomed wrong, or showing the wrong scene.

Game Dev 0 18d ago

figure-rig

by PizzaPocket

Working on the procedural player/NPC figure rig in Eleblorb (body proportions or walk/run/jump animation) — especially diagnosing or avoiding axis/rotation-sign mistakes. Use whenever adjusting how the character/villager bodies are shaped or move, or when a motion is reported as backwards, mirrored, or wrong.

Comments 0 18d ago