sickn33/antigravity-awesome-skills/game-development
Claude Code and agent skill by sickn33/antigravity-awesome-skills
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Checking that the SKILL.md file is still in the repository.
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.
Install
npx vskill@latest install sickn33/antigravity-awesome-skills/game-developmentSKILL.md
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 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
| 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. Illustrative Performance Budget (60 FPS = 16.67ms)
| System | Budget | |
|---|---|---|
| Input | 1ms | |
| Physics | 3ms | |
| AI | 2ms | |
| Game Logic | 4ms | |
| Rendering | 5ms | |
| Buffer | 1.67ms |
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 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.
Security
- Security scanPassed, 95 of 100Pattern checks on the skill's files.
- Model reviewPassed
Quality evaluation
- Task evaluationNot runNo evaluation yet. Run one in Skill Studio.
Source
- SKILL.md in the repositoryCheckingskills/game-development/SKILL.md
Popularity
- Repository stars
- 37,680
- Repository forks
- 6,164
- Repository npm downloads, 7 days
- 6,951
- 7-day trend score
- 74
Stars and forks are for the whole GitHub repository, not this skill alone. Downloads are for the repository's npm package. Refreshed 21 Mar 2026, 7 months ago.
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