Agent Skills: Game Development

Game development orchestrator. Routes to platform-specific skills based on project needs.

UncategorizedID: sickn33/antigravity-awesome-skills/game-development

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pnpm dlx add-skill https://github.com/sickn33/antigravity-awesome-skills/tree/HEAD/plugins/agentic-awesome-skills/skills/game-development

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plugins/agentic-awesome-skills/skills/game-development/SKILL.md

Skill Metadata

Name
game-development
Description
>-

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.