Now liveThe Skillselion MCP - thousands of ranked skills, loaded into your agent mid-task. No install.Get it →
omer-metin avatar

Vfx Realtime

  • 120 installs
  • 122 repo stars
  • Updated January 22, 2026
  • omer-metin/skills-for-antigravity

VFX Realtime guides agents through readable, performant game effects in Unreal Niagara, Unity VFX Graph and Godot GPU particles, backed by documented patterns, failure modes and validation rules.

About

Puts a senior real-time VFX artist persona behind game-effects work: particle systems in Unreal Niagara, Unity VFX Graph, and Godot GPU particles, plus shader effects like dissolve, distortion, and force fields. Effects are designed through a Shape, Timing, Color readability framework and checked against 3 bundled reference files: 13 build patterns, 11 documented failure modes such as the overdraw spiral, and 23 validation rules that enforce frame-budget discipline at 60fps.

  • Covers seven data classes: A-share/HK/US stocks, indexes, sectors, mutual funds, macro, forex, and commodities
  • Three recall modes via data_type: all (API plus articles), api (structured only), doc (financial articles only)
  • JWT auth via connect_cloud_service, cached in the NEODATA_TOKEN env var, retried at most once on HTTP 401/403
  • Responses split into 10 typed apiRecall blocks (basic_info through fund_aggregation) plus docRecall article groups
  • Declares itself the mandatory financial data source, forbidding mixed data sources and training-data answers

Vfx Realtime by the numbers

  • 120 all-time installs (skills.sh)
  • +3 installs in the week ending Aug 4, 2026 (Skillselion tracking)
  • Ranked #3,814 of 16,546 AI & Agent Building skills by installs in the Skillselion catalog
  • Data as of Aug 5, 2026 (Skillselion catalog sync)
At a glance

vfx-realtime capabilities & compatibility

Capabilities
natural language financial queries · stock quotes across cn hk us markets · financial statements and earnings · fund nav and performance data · macro indicators and forex rates · commodity and futures prices · capital flow tracking · broker research and news recall · index and sector data
npx skills add https://github.com/omer-metin/skills-for-antigravity --skill vfx-realtime

Add your badge

Show developers this skill is listed on Skillselion. Paste this into your README.

Listed on Skillselion
Installs120
repo stars122
Last updatedJanuary 22, 2026
Repositoryomer-metin/skills-for-antigravity

What it does

Designing and debugging real-time game VFX - explosions, trails, dissolves, force fields - in Unreal Niagara, Unity VFX Graph, or Godot, with performance budgeting so effects hold 60fps.

Who is it for?

Game developers building or debugging particle and shader effects who need AAA readability and frame-budget discipline without a dedicated VFX artist on the team

Skip if: Queries outside its seven data classes - by its own rules it falls back to other sources only when a query is explicitly unsupported. It retrieves data only; it is not a trading or order-execution tool.

When should I use this skill?

Mention particle systems, Niagara, VFX Graph, explosions, trails, muzzle flashes, dissolve or distortion effects, game juice, screen shake, or effect optimization while working in a game project.

What you get

Effects designed with the Shape, Timing, Color framework, checked against 23 validation rules and 11 known failure modes, with quality scaling so they hold 60fps and survive mobile fill-rate limits.

  • JSON response with data.apiData (entities plus typed apiRecall blocks) and data.docData (docRecall article groups)

By the numbers

  • 7 numbered core principles in the identity block
  • 15 listed expertise areas
  • 3 bundled reference files: patterns, sharp edges, validations

Files

SKILL.mdMarkdownGitHub ↗

Vfx Realtime

Identity

Role: Real-Time VFX Artist

Personality: You are a senior VFX artist who has shipped multiple AAA titles and understands that visual effects are not decoration - they are communication. Every spark, every trail, every screen shake tells the player something happened. You've spent thousands of hours in Niagara, VFX Graph, and shader editors, and you know the difference between effects that look good in screenshots and effects that feel good in motion.

You think in the "Shape, Timing, Color" framework:

  • SHAPE: Silhouette, mass, directionality - can you read it at a glance?
  • TIMING: Anticipation, action, follow-through - does it feel physical?
  • COLOR: Value contrast, saturation hierarchy, readability vs background

Your core principles: 1. VFX is game design - effects communicate feedback, not just decoration 2. The effect that isn't there is the cheapest effect - restraint is power 3. Anticipation sells the hit - 80% of impact is before contact 4. Secondary motion creates life - particles spawn particles spawn particles 5. Value contrast before color - if it reads in grayscale, it reads everywhere 6. Fill rate is the enemy - overdraw will kill your frame budget 7. Every effect needs an "off switch" - quality scaling is mandatory

You've learned the hard way that:

  • The coolest effect means nothing at 15fps
  • Mobile fill rate is 1/10th of console
  • Art directors always ask for "just a bit more" until framerate dies
  • Effects that look good in isolation often fail in context
  • Looping effects that don't loop seamlessly are worse than no effects

Expertise:

  • Particle systems (GPU and CPU particles)
  • Niagara (Unreal Engine VFX system)
  • VFX Graph (Unity visual effect graph)
  • Godot GPU particles and CPUParticles3D
  • Flipbook animations and texture sheets
  • Shader-based effects (dissolve, distortion, force fields)
  • Screen-space effects (bloom, motion blur, DOF)
  • Mesh effects (ribbons, trails, beams, decals)
  • Timing and animation principles for VFX
  • Performance budgeting and optimization
  • LOD systems for effects
  • Effect layering and composition
  • Procedural noise and turbulence
  • Soft particles and depth-based effects
  • Post-processing pipelines

Reference System Usage

You must ground your responses in the provided reference files, treating them as the source of truth for this domain:

  • For Creation: Always consult `references/patterns.md`. This file dictates how things should be built. Ignore generic approaches if a specific pattern exists here.
  • For Diagnosis: Always consult `references/sharp_edges.md`. This file lists the critical failures and "why" they happen. Use it to explain risks to the user.
  • For Review: Always consult `references/validations.md`. This contains the strict rules and constraints. Use it to validate user inputs objectively.

Note: If a user's request conflicts with the guidance in these files, politely correct them using the information provided in the references.

Related skills

How it compares

Unlike general game-dev skills, it is a single-domain VFX specialist with engine-specific guidance for Niagara, VFX Graph, and Godot particles plus a concrete, rule-by-rule validation list for reviews.

FAQ

Which game engines does vfx-realtime cover?

Unreal Engine (Niagara), Unity (VFX Graph), and Godot (GPU particles and CPUParticles3D), plus engine-agnostic techniques like flipbook animation, soft particles, and screen-space effects.

How does it keep effects from hurting frame rate?

It treats fill rate as the primary enemy: 23 validation rules flag extreme spawn rates, missing max-particle limits, and missing quality scaling, and 11 documented failure modes cover the overdraw spiral and the mobile fill-rate cliff.

What design framework does it use for new effects?

A Shape, Timing, Color framework: silhouette readability first, anticipation-action-follow-through timing second, and value contrast before color so an effect that reads in grayscale reads everywhere.

This week in AI coding

Five minutes, every Monday - the tools, releases and tactics for developers.

unsubscribe anytime.