michaelkocandrle

michaelkocandrle

@michaelkocandrle

GitHub
8 Skills
0 Total Stars
October 2026 Joined

Public Skills

ship-interior

by michaelkocandrle

Walkable ship interiors in gamespace - the project's own interior kit (Tools/Kit/: kit_build.py batches, kit_geo, kit_rules.json, kit_parts.json, import_kit.py, showroom on key U), kit rooms inside a ship (interior.kit_modules in <Ship>_hs.json, hs_interior.py, Tools/Assets/kit_rooms.py, kit_layout.py, hull_fit), the walkable ship (WalkSeat/WalkRamp sockets, SetInteriorWalk, F to stand up/sit/leave), interior lights (SHADOWED_SOCKETS, InteriorOnly, MegaLights), materials, grime cards, decals and labels, cockpit glass/hologram/control modules, space.Kit/space.Walk/space.Where console commands, measure_look targets and interior traps. Reference files: kit-design.md (kit design language, grid, sections, budgets) and steadfast-legacy.md (the old Steadfast interior pipeline). Load when adding or changing interior rooms, kit parts, props, decals, lights or materials, walking inside a ship, or fixing holes, flicker, grey checkerboard or wrong colours inside a ship.

Design 0 today

unreal-shots-and-look

by michaelkocandrle

Visual verification and look tuning of the packaged Unreal game - Tools/Shots.ps1 screenshot presets (Tools/Shots/.json, shot fields, -Package/-Keep/-Width 1920 -Height 1080), contact sheets, measure_look.py / measure_flicker.py, live console tuning (space.Post, space.Sun, space.Sky, space.ShipMat, space.Kit, space.KitLight), scene light/grade/exposure, performance measurement (perf_* presets, stat unit, Unreal Insights) and UE 5.8 rendering traps (Nanite+TSR smear, translucency sorting, TSR ghosting, Custom node, auto exposure). Load whenever you change anything visible, need screenshots, tune lighting/materials/post process, or measure FPS.

Comments 0 today

ship-pipeline

by michaelkocandrle

How a ship goes from idea to Unreal in gamespace - Ship Matrix reference set (fetch_ship_matrix.py), the mandatory 2D design stage (ArtSource/Ships/<Ship>/Design, <Ship>_layout.json with exterior outlines, draw_ship_design.py, <Ship>_spec.json in RSI Ship Matrix shape, author approval), the design dossier and fleet Ship Matrix page (build_ship_matrix.py, published as an Artifact), technical drawings drawn from the build data with IDs (assign_exterior_ids.py, <Ship>_exterior_design.json, exterior_model.py, draw_exterior_sheet.py, test_exterior_drawing.py; interior sheets from the built FBX: fbx_mesh.py, mesh_draw.py, interior_model.py, assign_interior_ids.py, <Ship>_interior_design.json, draw_interior_sheet.py, test_interior_drawing.py), consistent concept views via Higgsfield as style reference, the exterior built exactly from the drawing (hs_build_ship.py, hs_assemble_ship.py, <Ship>_hs.json), silhouette_compare.py, detail layers (decal library, mesh decals, livery, wings, gear, lights), Blender export (gamespace_ship_export.py, manifest) and Unreal import (import_ship.py, <Ship>_setup.json). Reference file legacy-ai-model.md covers the older AI-model recipe (build_ai_ship.py). Load when designing a new ship, building or changing a ship exterior, touching sockets/UCX collision/pivot/LODs/ship materials/naming/decals, or running the ship export/import scripts.

Design 0 today

visual-review

by michaelkocandrle

The independent visual critic for every handover of visual work in gamespace (author's rule of 25. 9. 2026) - review.json, compare sheets and brief.md from Tools/Review/make_compare_sheet.py, the visual-critic subagent (.claude/agents/visual-critic.md), rounds and the verification round, reacting to every point, evidence crops, the review file in Docs/Reviews/, the critic checklists (exterior, interior, cockpit) and the calibration log Docs/Reviews/calibration.md. Load before handing any visual result (ship, interior, kit part, cockpit, effect) to the author, or when changing the critic's brief or checklists.

Code Review 0 2d ago

blender-mcp

by michaelkocandrle

Blender 5.2 in the gamespace project - running the headless builders in Tools/Blender/.py and Tools/Kit/.py (hs_build_ship.py, hs_assemble_ship.py, gamespace_ship_export.py, kit_build.py, check_ship_geometry.py...) with MSYS_NO_PATHCONV=1 from Git Bash, and the live Blender MCP servers blender-lab (:9877, official) and blender (:9876, community) for inspection (execute_blender_code, screenshots, Tools/Blender/mcp/*.py, ops_context.py for operators, eye view). Reference file reference.md covers installation/recovery and display-corner tuning of the older AI recipe. Load it whenever you run or edit a Blender script, drive Blender through MCP, use bpy/bmesh, or hit a Blender pipeline trap.

Game Dev 0 2d ago

unreal-scripting

by michaelkocandrle

Headless Unreal Engine 5.8 work on the gamespace project - C++ editor build (Tools/Build.ps1, engine path from Tools/UERoot.ps1 / GAMESPACE_UE_ROOT), Live Coding vs. editor restart, unity-build differences of the game target, headless Python via Tools/run_editor_python.ps1, the test runner Tools/Test.ps1 and the test list (Tools/Tests/*.py plus plain-Python tests), Tools/Package.ps1 and cooking (DirectoriesToAlwaysCook, path-loaded assets), and the known traps for environment, content/cooking, C++/UHT and Python in UE (unreal.Rotator order, StaticMeshEditorSubsystem None, set_collision_enabled not saved, material pin names, tags vs. labels). Load before building C++, running an editor Python script or test, packaging the game, or committing.

Game Dev 0 3d ago

cockpit-displays

by michaelkocandrle

Cockpit MFD displays, flight HUD and cockpit lighting/exposure in the gamespace UE 5.8 project - UCockpitDisplayComponent / USpaceCockpitDisplays render targets, MFD pages (F1/F2, space.MfdPage, CyclePage), centre column radar and self status, USpaceFlightHud (space.Hud, fonts in Content/UI/Fonts), cockpit key/fill lights, CockpitExposureBias, display readability (font >= 26). Load when changing or debugging anything drawn on cockpit screens or the HUD, cockpit lights/exposure, TSR ghosting/blur on displays, or when running test_cockpit_displays.py, test_cockpit_frame.py, test_flight_hud_sc1c.py or the Shots presets cockpit*, mfd_pages, hud, display_sharpness.

Design 0 3d ago

asset-sources

by michaelkocandrle

Where gamespace 3D assets, materials, decals and references come from and the rules for using them - free assets with licence check and Docs/Credits.md, no paid packs, Meshy AI (meshy_generate.py, Kitbash/*.json specs), Scenario MCP (scenario_mcp.py, GPT Image atlases, Polygen retopology, UltraShape), ambientCG/Poly Haven/Quaternius/Sketchfab, Higgsfield, API keys in C:\gamespace\secrets, SC art direction, and the YouTube video reference workflow (fetch_video.py, starcitizenreference/). Load before downloading or generating any asset, texture, decal or concept image, or when choosing between AI, a free kit and procedural geometry.

Design 0 3d ago