$npx -y skills add Yakoub-ai/phaser4-gamedev --skill phaser-asset-advisorThis skill should be used when the user asks about Phaser 4 asset loading, sprite sheets, texture atlases, image optimization, preloader scenes, loading bars, tile map assets, audio formats, bitmap fonts, free game assets, generated placeholder assets, asset organization, or asse
| 1 | # Phaser 4 Asset Advisor |
| 2 | |
| 3 | Use this skill to design, implement, or optimize Phaser 4 asset pipelines. |
| 4 | |
| 5 | ## Workflow |
| 6 | |
| 7 | 1. Identify the asset categories: backgrounds, sprites, animations, UI, atlases, tilemaps, audio, fonts, and generated placeholders. |
| 8 | 2. Choose the right load method and format for each asset type. |
| 9 | 3. Decide what belongs in BootScene versus PreloaderScene versus level-specific lazy loading. |
| 10 | 4. Prefer atlases for many sprites, spritesheets for uniform frame grids, individual images for large single-use art, and paired audio formats where browser support requires it. |
| 11 | 5. Keep load keys stable and document them in shared constants when the project already uses key registries. |
| 12 | 6. Include optimization guidance for HTTP requests, GPU texture size, mobile memory, and build output. |
| 13 | |
| 14 | ## Common Outputs |
| 15 | |
| 16 | - Asset folder layout |
| 17 | - `this.load.*` calls |
| 18 | - Preloader progress UI |
| 19 | - Atlas/spritesheet recommendations |
| 20 | - Audio loading and unlock plan |
| 21 | - Tilemap/Tiled workflow |
| 22 | - Asset budget and optimization checklist |
| 23 | |
| 24 | ## Full Guidance |
| 25 | |
| 26 | For the complete asset pipeline playbook, read `references/agent-guidance.md`. It is copied from the Claude subagent definition but should be applied as a portable skill; ignore Claude-only fields such as `model`, `color`, and `tools`. |