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General coding48k · #3067

game-development

Helps your agent organize game development projects. It picks the right tools based on platform, game type, and engine, like Godot or Unity.

What it does

This AI agent helps organize game development. It guides you on basic principles and directs you to the right tools based on the type of game you want to create (platform, dimension, engine).

When to use it

  • ✓When starting a new game project.
  • ✓When choosing which game engine or tool to use.
  • ✓When deciding the overall structure of your game.

Example of what to ask your AI

“I want to create a 2D browser game using a popular engine.”

Want more? Open the sections below.

How to use

The easiest way: copy the message below and paste it into Claude, ChatGPT, Cursor or any AI. It reads the skill and follows the instructions.

Skill link

https://github.com/sickn33/agentic-awesome-skills/blob/main/plugins/agentic-awesome-skills-claude/skills/game-development/SKILL.md

Ready-to-paste message

Use this skill to help me: https://github.com/sickn33/agentic-awesome-skills/blob/main/plugins/agentic-awesome-skills-claude/skills/game-development/SKILL.md Read the SKILL.md file at that link and follow its instructions for my task.
How it works

It works by analyzing your needs, such as where the game will run (browser, mobile) and whether it's 2D or 3D. Based on this, it suggests the next steps or specific tools.

Installation

Easiest way: copy the skill link and paste it into Claude, ChatGPT or Cursor asking it to follow the instructions.

In the terminal (Claude Code, Codex, Cursor), in your project folder:

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

Or download just the file:

curl -L https://raw.githubusercontent.com/sickn33/agentic-awesome-skills/main/plugins/agentic-awesome-skills-claude/skills/game-development/SKILL.md -o SKILL.md
Technical content (original SKILL.md)

Original text by the author, straight from GitHub.

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-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”

…

FAQ

What is the 'Game Loop'?

It's the main cycle of a game: reading player actions, updating game logic, and drawing the screen, repeating this very quickly to create the illusion of movement.

What are 'Design Patterns'?

They are common, tested solutions to recurring problems in game development, like organizing character behavior (State Machine) or managing many similar objects (Object Pooling).

Why is it important to abstract input?

So the game responds to player actions (like 'jump') instead of specific keys. This way, the same command can be triggered by a keyboard, controller, or touch screen.

Details

Original description by the author

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.

repo: sickn33/agentic-awesome-skills

Popularity

GitHub stars
48k
Ranking position
#3067
License
MIT
Updated
10/15/2026

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