web-games
Lets your agent create games that run in a web browser. It chooses the best tools and optimizes the game for online performance.
What it does
This tool helps create games that run in your web browser. It suggests which technologies to use based on the game type (2D or 3D) and how to optimize performance.
When to use it
- ✓Choosing the best technology for a new browser game.
- ✓Optimizing an ongoing game to run faster.
- ✓Understanding how to make games work across different browsers.
Example of what to ask your AI
“I want to make a simple 2D browser game, what's the best tool to start with?”
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
Ready-to-paste message
How it works
The AI analyzes the type of game you want to build and suggests frameworks like Phaser or PixiJS. It also provides tips for smooth gameplay, such as compressing files and pausing when the tab is inactive.
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 web-gamesOr download just the file:
curl -L https://raw.githubusercontent.com/sickn33/agentic-awesome-skills/main/plugins/agentic-awesome-skills-claude/skills/game-development/web-games/SKILL.md -o SKILL.mdTechnical content (original SKILL.md)
Original text by the author, straight from GitHub.
Web Browser Game Development
Framework selection and browser-specific principles. For stack choice details see
game-development/engine-selection.
1. Framework Selection
Decision Tree
What type of game?
│
├── 2D Game
│ ├── Full game engine features? → Phaser 4
│ ├── Fast prototype / jam? → Kaplay
│ ├── Raw rendering power? → PixiJS 8
│ └── Tiny / no dependency? → Raw Canvas / WebGL
│
├── 3D Game
│ ├── Full engine (physics, XR)? → Babylon.js
│ └── Rendering focused? → Three.js
│
├── Hybrid (DOM UI + canvas moments)
│ └── Custom shell + guest viewport
│ (Canvas/Kaplay/Phaser/Pixi inside a region/modal)
│
└── Narrative-first
└── Ink (inkjs) or Twine export + DOM host
Comparison
| Framework | Type | Best For |
|---|---|---|
| Raw Canvas / WebGL | 2D / low-level | Small scope, full control |
| Kaplay | 2D toolkit | Rapid prototypes |
| Phaser 4 | 2D engine | Full game features |
| PixiJS 8 | 2D renderer | Rendering, custom systems |
| Three.js | 3D renderer | Visualizations, lightweight 3D |
| Babylon.js | 3D engine | Full engine, XR |
Hybrid shell + guest
Use when chrome is HTML (menus, inventories, text, dashboards) but bursts of play need a canvas:
- Mount guest in a container; pass context in.
- Run a local game loop in the guest.
- Return results (score, pass/fail); destroy guest (RAF, listeners, GL context as needed).
Do not let the guest own global app routing unless the product is a full-screen game.
2. WebGPU Adoption
Browser Support (2025)
| Browser | Support |
|---|---|
| Chrome | ✅ Since v113 |
| Edge | ✅ Since v113 |
| Firefox | ✅ Since v131 |
| Safari | ✅ Since 18.0 |
| Total | ~73% global |
Decision
- New GPU-heavy projects: Use WebGPU with WebGL fallback
- Broad legacy / simple 2D: Start with WebGL or Canvas 2D
- Feature detection: Check
navigator.gpu
3. Performance Principles
Browser Constraints
| Constraint | Strategy |
|---|---|
| No local file access | Asset bundling, CDN |
| Tab throttling | Pause when hidden (visibilitychange) |
| Mobile data limits | Compress assets |
| Audio autoplay | Require user interaction |
Optimization Priority
- Asset compression - KTX2, Draco, WebP
- Lazy loading - Load on demand
- Object pooling - Avoid GC
- Draw call batching - Reduce state changes
- Web Workers - Offload heavy computation
4. Asset Strategy
| Type | Format |
|---|---|
| Textures | KTX2 + Basis Universal (or WebP/PNG for simple 2D) |
| Audio | WebM/Opus (fallback: MP3) |
| 3D Models | glTF + Draco/Meshopt |
| Phase | Load |
|---|---|
| Startup | Core assets, <2MB |
| Gameplay | Stream on demand |
| Background | Prefetch next level |
5. PWA for Games
Benefits: offline play, install, fullscreen, optional push. Requirements: service worker, web app manifest, HTTPS.
6. Audio Handling
- Create/resume
AudioContexton first click/tap - Prefer Web Audio API; pool sources; preload common SFX
- Compress with WebM/Opus when possible
7. Anti-Patterns
| ❌ Don't | ✅ Do |
|---|---|
| Load all assets upfront | Progressive loading |
| Ignore tab visibility | Pause when hidden |
| Block on audio load | Lazy load audio |
| Skip compression | Compress everything |
| Assume fast connection | Handle slow networks |
| Leave canvas engines running off-screen | Tear down guests |
Remember: Browser is the most accessible platform. Respect its constraints.
When to Use
Use when building HTML5/WebGL/WebGPU games, choosing a browser runtime, or wiring hybrid DOM+canvas guests.
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.
FAQ
What is a 'hybrid' game?
It's a game that mixes visual elements from regular web pages (like menus) with game areas that use more advanced technologies (like the browser's canvas).
What is WebGPU?
It's a newer technology that allows games to use the computer's graphics card power for more complex games running directly in the browser.
Why is optimizing browser games important?
To ensure the game runs well on different computers and phones, even with slow internet connections, and to prevent it from consuming too many device resources.
Details
Original description by the author
Web browser game development. Framework selection (Phaser, PixiJS, Kaplay, Canvas/WebGL, Three.js, Babylon.js), hybrid DOM+canvas, WebGPU, optimization, PWA, audio unlock. Use when building HTML5/WebGL/WebGPU games or choosing a browser runtime.
Popularity
- GitHub stars
- 48k
- Ranking position
- #3078
- License
- MIT
- Updated
- 10/15/2026
Comments
- …
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