game-development — Claude Code skill: what it does, how to install
Guides game architecture decisions, platform choices, and core loop structure. Directs the assistant to specialized sub-skills for web, mobile, PC, or VR.
npx skills add sickn33/agentic-awesome-skills --skill game-development -a claude-codeWhat game-development does
This skill acts as an orchestrator for game development projects. It provides overarching architectural principles and routes requests to dedicated sub-skills like engine-selection, web-games, or 2d-games. The guide covers the core game loop, input abstraction into logical actions, and an illustrative 16.67ms frame budget for 60 FPS targets.
The architecture matrix enforces starting with a State Machine rather than overcomplicating early. ECS is reserved strictly for handling thousands of identical entities under heavy performance strain. Profiling on target hardware comes first. The skill explicitly bans optimizing without profiling, avoiding blind guesswork on CPU and GPU pipelines.
What it helps with
- Select an engine or framework for target platforms
- Structure a fixed-timestep game loop
- Pick between State Machines and ECS based on entity volume
- Allocate a 16.67ms performance budget across game systems
Example prompts for the agent
- Help me choose an engine and pattern for a 2D browser platformer
- Set up an action-based input abstraction layer for keyboard and gamepad
- Structure enemy AI using a behavior tree for modular decisions
How to install game-development
1Skills CLI (Vercel)
npx skills add sickn33/agentic-awesome-skills --skill game-development -a claude-code2Manually: put the files in place
~/.claude/skills/game-development/SKILL.mdCopy the whole skill folder; for one project use .claude/skills/game-development/
1Skills CLI (Vercel)
npx skills add sickn33/agentic-awesome-skills --skill game-development -a codex2Manually: put the files in place
.agents/skills/game-development/SKILL.mdFor all projects use ~/.agents/skills/
1Skills CLI (Vercel)
npx skills add sickn33/agentic-awesome-skills --skill game-development -a cursor2Manually: put the files in place
.cursor/skills/game-development/SKILL.mdCursor also reads .agents/skills/ and .claude/skills/
1GitHub CLI
gh skill install sickn33/agentic-awesome-skills game-development2Manually: put the files in place
.github/skills/game-development/SKILL.md1Skills CLI (Vercel)
npx skills add sickn33/agentic-awesome-skills --skill game-development -a gemini-cli2Platform CLI
gemini skills install https://github.com/sickn33/agentic-awesome-skills --path skills/game-developmentManually: put the files in place
.devin/skills/game-development/SKILL.mdThe legacy .windsurf/skills/ path still works
Skills CLI (Vercel)
npx skills add sickn33/agentic-awesome-skills --skill game-development -a opencodeClaude.ai
Zip the folder and upload it in Settings → Capabilities → Skills
From the same set80
The whole set →Similar
Questions about game-development
How do I install game-development in Claude Code?
Run npx skills add sickn33/agentic-awesome-skills --skill game-development -a claude-code. The file will be placed in ~/.claude/skills/game-development/SKILL.md.
What does the game-development skill do?
It teaches core game development principles and routes projects to specialized sub-skills for web games, engine selection, 2D/3D pipelines, or multiplayer architecture.
When does this skill recommend using ECS?
It sets the State Machine as the default pattern. You should switch to ECS only when handling thousands of identical entities with strict performance limits.
Source text
SKILL.md · MIT
--- name: game-development description: >- 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. risk: none source: community date_added: "2026-02-27" --- # 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 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: ``` "jump" → Space, Gamepad A, Touch tap "move" → WASD, Left stick, Virtual joystick ``` ### 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.
© sickn33 · MIT · sickn33/agentic-awesome-skills