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.