game-development

game-development

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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.

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Updated 7/22/2026
SKILL.md
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game-development
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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.

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

INPUT  → Read player actions
UPDATE → Process game logic (fixed timestep)
RENDER → Draw the frame (interpolated)

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:

"jump"  → Space, Gamepad A, Touch tap
"move"  → WASD, Left stick, Virtual joystick

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-selectiongame-development/web-gamesgame-development/2d-gamesgame-development/game-design

“UI-heavy web game with small arcade challenges”

game-development/engine-selection (shell vs guest) → game-development/web-gamesgame-development/2d-games for guests only

“Mobile puzzle”

game-development/mobile-gamesgame-development/game-design

“Multiplayer VR shooter”

game-development/vr-argame-development/3d-gamesgame-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.