dcramer
@dcramer
Public Skills
dex
by dcramer
Manage tasks via dex CLI. Use when breaking down complex work, tracking implementation items, or persisting context across sessions.
dex-plan
by dcramer
Create dex task from markdown planning documents (plans, specs, design docs, roadmaps)
character
by dcramer
Make a game character for Terra (a base body, an NPC, a body template or morph) from a design sheet to a rigged, animated, checked model in the game: concept image, Tripo model and auto-rig on the Studio subscription, conversion onto our skeleton, the rig checker, export, and a look in the sandbox's workbench. Use when asked to make, generate, rig or fix a character or humanoid model.
review-desk
by dcramer
Raise a question, a still or a film for the developer's review on their review desk (a claude.ai artifact page), read their answers, and turn settled design answers into decisions. Use when you need the developer's call or eye, when an agent hands you a FOR REVIEW line, when reading answers, or when setting up a desk the first time.
environment
by dcramer
Build or judge how a place looks in Terra: a biome's forest, ground cover, trees, light, shade, haze and time of day, against a measured reference of the look aimed at (another game's frames, photographs). Covers making the reference, the views and films a look is judged on, measuring before tuning, the checks every change passes (popping, collision, frame time), the adversarial review at milestones, and the traps that cost rounds before. Use when asked to make a biome or environment look better or like a game or place, to tune light, shade, fog or night, or to review how a place looks.
building
by dcramer
Work on Terra's construction (terra_build and the game's building): walls, floors, roofs, openings, decks and stairs of cubes, their materials, kits and dressed pieces, how they are drawn, damaged and taken down, and the checks that hold them. Covers the scope (D333), the agents' routine, which checks a change of geometry, look, performance or material must pass, where each concern lives in the code and data, how to measure, and what to report. Use for any task that changes or judges building, its kits or its checks, so a brief needs to say only the task.
models
by dcramer
Make a model for Terra that is not a character: a prop, station, furniture, tool or weapon, an item, a tree, plant or rock, from a description to a checked model in the game. Covers deciding its size, budget and materials; the concept in the art style (textured, lightly stylised realism); the Tripo model on the Studio subscription; the Blender clean-up that keeps its textures; putting it in the game's data; and checking it against the style guide. Use when asked to make, generate, add or replace a model for the game, or when adding something to the game that needs a model.
item-icons
by dcramer
Make, check or fix item icons (what the action bar, backpack, equipment slots, storage and station screens show for an item) in Terra's painted style. Use when adding an item or changing its look (a held tool or weapon, a worn thing, or a material), when the icons test fails, when asked about item icons, or when an icon looks wrong or is missing.
tripo
by dcramer
Make, texture, rig, animate or export 3D models with Tripo on the team's Studio subscription, through tools/tripo/tripo.ts. Use when asked to generate a model, concept image or views, retexture, retopologise, segment, rig or animate a model, or check Tripo credits.
blender
by dcramer
Work in Blender for Terra, headless through tools/blender/run.sh or live in the developer's open Blender through its MCP server (mcp__blender__* tools). Use when asked to open, inspect, clean up, fit, render or export a model or .blend in Blender, or when a Blender MCP call fails.
testing-guidelines
by dcramer
Guide for writing tests. Use when adding new functionality, fixing bugs, or when tests are needed. Emphasizes integration tests, real-world fixtures, and regression coverage.