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game-development

game-development

github.com/sickn33Development48.7k3.8k installsUpdated today
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About game-development

game-development is an orchestrator skill for game projects, combining general development principles with routing to specialized sub-skills. It helps developers choose relevant guidance by platform, dimension, design, and technical needs.

Key features

  1. 01Routes by target platform and dimension
  2. 02Guidance on game-loop structure
  3. 03Pattern selection for common systems
  4. 04Input abstraction principles
  5. 05AI and collision strategy references

Use cases

  1. 01Choose sub-skills for a browser, mobile, or PC game
  2. 02Plan architecture for a 2D or 3D project
  3. 03Select patterns for entities and game systems
  4. 04Find guidance for multiplayer, audio, or art needs

Install

Copy the command and run it in a terminal.

$npx skills add https://github.com/sickn33/agentic-awesome-skills --skill game-development

After installing, type/game-developmentin Claude Code to confirm it loaded.

Details

From the project README

Game Development

Orchestrator skill — principles plus routing to specialized sub-skills.


When to Use This Skill

You are working on a game development project. This skill teaches PRINCIPLES and directs you to the right sub-skill based on context.


Sub-Skill Routing

Platform Selection
If the game targets...Use Sub-Skill
Web browsers (HTML5, WebGL, WebGPU)game-development/web-games
Mobile (iOS, Android)game-development/mobile-games
PC (Steam, Desktop)game-development/pc-games
VR/AR headsetsgame-development/vr-ar
Dimension Selection
If the game is...Use Sub-Skill
2D (sprites, tilemaps)game-development/2d-games
3D (meshes, shaders)game-development/3d-games
Architecture / tooling
If you need...Use Sub-Skill
Engine / framework choice, shell vs guest, fit tiersgame-development/engine-selection
GDD, balancing, player psychologygame-development/game-design
Multiplayer, networkinggame-development/multiplayer
Visual style, asset pipeline, animationgame-development/game-art
Sound design, music, adaptive audiogame-development/game-audio

Core Principles (All Platforms)

1. The Game Loop
INPUT  → Read player actions
UPDATE → Process game logic (fixed timestep)
RENDER → Draw the frame (interpolated)

Fixed-timestep starting point (not required for every game):

  • Physics/logic: Fixed rate (e.g., 50Hz)
  • Rendering: Synchronize with the display/frame scheduler and chosen power budget
  • Interpolate where appropriate; cap accumulated lag/substeps after pauses to avoid a catch-up spiral

Hybrid / UI-heavy games: the outer app may be DOM/event-driven; use a classic game loop only in canvas/WebGL viewports (or wherever simulation ticks).

2. Pattern Selection Matrix
PatternUse WhenExample
State Machine3-5 discrete statesPlayer: Idle→Walk→Jump
Object PoolingFrequent spawn/destroyBullets, particles
Observer/EventsCross-system communicationHealth→UI updates
ECSThousands of similar entitiesRTS units, particles
CommandUndo, replay, networkingInput recording
Behavior TreeComplex AI decisionsEnemy AI
Content-as-dataDesigners ship levels/events without codeJSON/YAML packs

Decision Rule: Start with State Machine. Add ECS only when performance demands.

3. Input Abstraction

Abstract input into ACTIONS, not raw keys:

"jump"  → Space, Gamepad A, Touch tap
"move"  → WASD, Left stick, Virtual joystick
4. Illustrative Performance Budget (60 FPS = 16.67ms)
SystemBudget
Input1ms
Physics3ms
AI2ms
Game Logic4ms
Rendering5ms
Buffer1.67ms

Profile CPU and GPU paths on target hardware before choosing an optimization; these techniques do not have a universal priority order.

5. AI Selection by Complexity
AI TypeComplexityUse When
FSMSimple3-5 states, predictable behavior
Behavior TreeMediumModular, designer-friendly
GOAPHighEmergent, planning-based
Utility AIHighScoring-based decisions
6. Collision Strategy
TypeBest For
AABBRectangles, fast checks
CircleRound objects, cheap
Spatial HashMany similar-sized objects
QuadtreeLarge worlds, varying sizes

Anti-Patterns (Universal)

Don'tDo
Update everything every frameUse events, dirty flags
Create objects in hot loopsObject pooling
Cache nothingCache references
Optimize without profilingProfile first
Mix input with logicAbstract input layer
Pick an engine by hypeMatch engine to genre + team + delivery target

Routing Examples

“Browser 2D platformer”

→ game-development/engine-selection → game-development/web-games → game-development/2d-games → game-development/game-design

“UI-heavy web game with small arcade challenges”

→ game-development/engine-selection (shell vs guest) → game-development/web-games → game-development/2d-games for guests only

“Mobile puzzle”

→ game-development/mobile-games → game-development/game-design

“Multiplayer VR shooter”

→ game-development/vr-ar → game-development/3d-games → game-development/multiplayer

“Branching narrative with light stats”

→ game-development/engine-selection (Ink/Twine) → host UI of your choice


Remember: Great games come from iteration, not perfection. Prototype fast, then polish.

Limitations

  • Use this skill only when the task clearly matches the scope described above.
  • Do not treat the output as a substitute for environment-specific validation, testing, or expert review.
  • Stop and ask for clarification if required inputs, permissions, safety boundaries, or success criteria are missing.

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