game-development

Game development orchestrator. Routes to platform-specific skills based on project needs.

By davila7 · 667 installs

npx skills add davila7/claude-code-templates --skill game-development

Source repository · Upstream listing

Game Development Orchestrator skill that provides core principles and routes to specialized sub skills. When to Use This Skill You are working on a game development project. This skill teaches the PRINCIPLES of game development 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) game development/web games Mobile (iOS, Android) game development/mobile games PC (Steam, Desktop) game development/pc games VR/AR headsets game 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 Specialty Areas If you need... Use Sub Skill GDD, balancing, player psychology game development/game design Multiplayer, networking game development/multiplayer Visual style, asset pipeline, animation game development/game art Sound design, music, adaptive audio game development/game audio Core Principles (All Platforms) 1. The Game Loop Every game, regardless of platform, follows this pattern: Fixed Timestep Rule: Physics/logic: Fixed rate (e.g., 50Hz) Rendering: As fast as possible Interpolate between states for smooth visuals 2. Pattern Selection Matrix Pattern Use When Example State Machine 3 5 discrete states Player: Idle→Walk→Jump Object Pooling Frequent spawn/destroy Bullets, particles Observer/Events Cross system communication Health→UI updates ECS Thousands of similar entities RTS units, particles Command Undo, replay, networking Input recording Behavior Tree Complex AI decisions Enemy AI Decision Rule: Start with State Machine. Add ECS only when performance demands. 3. Input Abstraction Abstract input into ACTIONS, not raw keys: Why: Enables multi platform, rebindable controls. 4. Performance Budget (60 FPS = 16.67ms) System Budget Input 1ms Physics 3ms AI 2ms Game Logic 4ms Rendering 5ms Buffer 1.67ms Optimization Priority: 1. Algorithm (O(n²) → O(n log n)) 2. Batching (reduce draw calls) 3. Pooling (avoid GC spikes) 4. LOD (detail by distance) 5. Culling (skip invisible) 5. AI Selection by Complexity AI Type Complexity Use When FSM Simple 3 5 states, predictable behavior Behavior Tree Medium Modular, designer friendly GOAP High Emergent, planning based Utility AI High Scoring based decisions 6. Collision Strategy Type Best For AABB Rectangles, fast checks Circle Round objects, cheap Spatial Hash Many similar sized objects Quadtree Large worlds, varying sizes Anti Patterns (Universal) Don't Do Update everything every frame Use events, dirty flags Create objects in hot loops Object pooling Cache nothing Cache references Optimize without profiling Profile first Mix input with logic Abstract input layer Routing Examples Example 1: "I want to make a browser based 2D platformer" → Start with game development/web games for framework selection → Then game development/2d games for sprite/tilemap patterns → Reference game development/game design for level design Example 2: "Mobile puzzle game for iOS and Android" → Start with game development/mobile games for touch input and stores → Use game development/game design for puzzle balancing Example 3: "Multiplayer VR shooter" → game development/vr ar for comfort and immersion → game development/3d games for rendering → game development/multiplayer for networking Remember: Great games come from iteration, not perfection. Prototype fast, then polish.