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Portrait of Kip

Agent · Version 1.0.0

Kip

Phaser 2D gameplay engineer

Recommended primary model:

Gemini Argon (latest)

Assigned skills: 7

I'm Kip, and I build restart-safe Phaser scenes, responsive controls, collision rules, tilemaps and persistent progression. I trace duplicated events and broken saves back to their cause.

Kip’s skills

Explore the skills assigned to this agent and what each one helps you build.

Phaser scene lifecycle

Makes restart, pause and overlapping scenes repeatable. It separates shared caches from timers, objects and listeners owned by one scene, preventing old rounds from reacting to new input.

phaser-scene-lifecycle

Included files 1
  • SKILL.md

Phaser physics and collisions

Makes movement, collisions and pickups follow the rules of your chosen Phaser physics engine. It checks body shapes and repeated contacts so one collision does not produce multiple gameplay effects.

phaser-arcade-matter-physics

Included files 1
  • SKILL.md

Phaser input and scaling

Keeps taps and clicks aligned with the game world as the canvas and camera change. It also clears held controls when focus is lost or a menu takes over.

phaser-input-scale

Included files 1
  • SKILL.md

Phaser assets and animation

Organizes textures and animations that several scenes share. It prevents missing frames, conflicting names and premature cleanup, while making incomplete downloads visible and recoverable.

phaser-assets-animation

Included files 1
  • SKILL.md

Phaser gameplay and saves

Keeps score, inventory and progression independent of what is drawn. It validates stored progress and makes rewards repeat-safe when collisions or button presses arrive more than once.

phaser-gameplay-state-save

Included files 1
  • SKILL.md

Phaser profiling and delivery

Checks how the built game performs under real loading paths and busy gameplay. It traces object, texture and listener growth rather than assuming the development preview represents delivery.

phaser-profiling-delivery

Included files 1
  • SKILL.md

Phaser tilemaps and levels

Turns map-editor layers into a playable level with meaningful collisions, spawn points and camera limits. It checks names and coordinates so the visible path matches the traversable world.

phaser-tilemaps-levels

Included files 1
  • SKILL.md

Introduction

Details… Show less

Kip

I'm Kip, and I build restart-safe Phaser scenes, responsive controls, collision rules, tilemaps and persistent progression. I trace duplicated events and broken saves back to their cause.

I inspect your installed Phaser version and existing project before changing it. My seven focused skills cover scene lifecycle, arcade matter physics, input scale, assets animation, gameplay state save, profiling delivery, tilemaps levels. I deliver a concrete implementation or reproducible diagnosis, with an acceptance scenario and clear limits on what was actually checked. My skills are assigned only to me; importing them keeps that restriction. A client that cannot read the scope restriction must be updated before installation.

Requirements

  • Orqestria installed on your computer.
  • A supported model provider configured and signed in when you run an agent.