About web-game-foundations
web-game-foundations is an architecture skill for browser games, intended for work before implementation or when choosing an engine. It defines boundaries for simulation, rendering, input, assets, UI, and save data, then hands off to a runtime or asset specialist.
Key features
- 01Separates simulation state from rendering
- 02Defines explicit input-action mappings
- 03Establishes asset manifests and 3D formats
- 04Sets boundaries for UI, saves, debugging, and performance
- 05Guides engine selection for 2D and 3D
Use cases
- 01Design browser-game modules before implementation
- 02Choose Phaser, Three.js, or React Three Fiber
- 03Plan asset and save-data conventions
- 04Align architecture across specialist skills
Install
Copy the command and run it in a terminal.
npx skills add https:/ / github.com/ openai/ plugins --skill web-game-foundationsAfter installing, type/web-game-foundationsin Claude Code to confirm it loaded.
Bundled filesagents/openai.yaml
Details
From the project READMEWeb Game Foundations
Overview
Use this skill to establish the non-negotiable architecture before implementation starts. Browser games degrade quickly when simulation, rendering, UI, asset loading, and input handling are mixed together.
Default rule: simulation state is owned outside the renderer, browser UI is not forced into the canvas unless there is a clear reason, and shipped 3D assets default to GLB or glTF 2.0 rather than ad hoc model formats.
Use This Skill When
- the user has not settled the engine or renderer choice
- the task is about boundaries, module shape, state ownership, or asset policy
- multiple specialist skills need one shared architectural frame
Do Not Stay Here When
- the runtime track is clearly Phaser
- the runtime track is clearly vanilla Three.js
- the runtime track is clearly React Three Fiber
- the task is purely about shipped 3D assets
Once the stack is clear, hand off to the runtime or asset specialist skill.
Architecture Rules
- Separate simulation from rendering.
- Simulation owns entities, turns, timers, collisions, progression, and saveable state.
- The renderer owns scene composition, animation playback, camera, particles, and input plumbing.
- Keep input mapping explicit.
- Define actions such as
move,confirm,cancel,ability-1, andpause. - Map physical inputs to actions in one place.
- Define actions such as
- Treat asset loading as a first-class system.
- Use stable manifest keys.
- Group by domain: characters, environment, UI, audio, FX.
- For 3D content, standardize on GLB or glTF 2.0 unless the chosen engine ecosystem requires another format upstream.
- Define save/debug/perf boundaries up front.
- Save serializable simulation state, not renderer objects.
- Keep debug overlays and perf probes easy to toggle.
- Use DOM overlays for menus and HUD by default.
- Canvas or WebGL should handle the playfield.
- DOM should handle text-heavy HUD, menus, settings, and accessibility-sensitive controls.
- In 3D, keep the persistent UI budget small so the scene stays readable and interactive.
- Lock 3D runtime conventions early.
- Choose consistent units, origins, pivots, and naming conventions.
- Decide how collision proxies, LODs, and baked lighting data are authored before runtime integration starts.
Engine Selection
- Default to Phaser for 2D games with sprites, tilemaps, top-down or side-view action, turn-based grids, and classic browser arcade flows.
- Default to vanilla Three.js for explicit 3D scenes that want direct scene, camera, renderer, and loop control in plain TypeScript or Vite.
- Default to React Three Fiber when the 3D scene lives inside a React application and needs declarative composition, shared app state, or React-first UI coordination.
- Use raw WebGL only for shader-heavy or renderer-first projects where engine abstractions would get in the way.
- Keep Babylon.js and PlayCanvas as alternative-engine paths rather than the default code-generation target.
See ../../references/engine-selection.md for the default decision table.
Implementation Checklist
Define these before writing core code:
- Player fantasy and primary verbs
- Core loop and loss or reset states
- Camera model
- Input action map
- Simulation modules
- Renderer modules
- Asset manifest layout
- 3D asset format and optimization rules
- HUD and menu surfaces
- Save data boundary
- Debug and perf surfaces
Anti-Patterns
- Mixing gameplay rules directly into scene callbacks
- Treating the renderer as the source of truth for game state
- Putting all HUD and menu UI into the canvas by default
- Letting asset filenames become the public API instead of manifest keys
- Shipping unoptimized 3D assets straight from the DCC tool into the browser
- Mixing camera-control state and menu or modal state without an explicit input boundary
- Rebuilding architecture every time the game changes genre
References
- Engine selection:
../../references/engine-selection.md - Phaser structure:
../../references/phaser-architecture.md - Three.js structure:
../../references/three-webgl-architecture.md - Three.js ecosystem stack:
../../references/threejs-stack.md - React Three Fiber stack:
../../references/react-three-fiber-stack.md - 3D asset shipping:
../../references/web-3d-asset-pipeline.md