game-development

Game development orchestrator. Routes by platform, dimension, and engine fit (web 2D/3D, hybrid DOM+canvas, narrative tools). Use when starting or structuring a game project, choosing frameworks, or picking among Phaser, PixiJS, Kaplay, Canvas/WebGL, Three.js, Babylon.js, Godot, Unity, or Ink/Twine.

By sickn33 · 3,694 installs

npx skills add sickn33/agentic-awesome-skills --skill game-development

Source repository · Upstream listing

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 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 Architecture / tooling If you need... Use Sub Skill Engine / framework choice, shell vs guest, fit tiers game development/engine selection 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 Fixed Timestep Rule: Physics/logic: Fixed rate (e.g., 50Hz) Rendering: As fast as possible Interpolate between states for smooth visuals 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 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 Content as data Designers ship levels/events without code JSON/YAML packs Decision Rule: Start with State Machine. Add ECS only when performance demands. 3. Input Abstraction Abstract input into ACTIONS, not raw keys: 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: Algorithm → Batching → Pooling → LOD → Culling. 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 Pick an engine by hype Match 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.