Agent skill · marketing growth · aiskillstore

game-development

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

Why this skill is useful

Provides core principles and routing to specialized sub-skills that guide game development across various platforms and dimensions.

What it needs

About 3k tokens when loaded. Last updated 2026-08-07. 405 stars on the source repository.

What this skill does

Game Development Orchestrator skill that provides core principles and routes to specialized sub-skills. --- When to Use This Skill You are working on a game development project. This skill teaches the PRINCIPLES of game development 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) 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 Specialty Areas If you need... Use Sub-Skill ---------------- --------------- 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 Every game, regardless of platform, follows this pattern: Fixed Timestep Rule: Physics/logic: Fixed rate (e.g., 50Hz) Rendering: As fast as possible Interpolate between states for smooth visuals --- 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 Decision Rule: Start with State Machine. Add ECS only when performance demands. --- 3. Input Abstraction Abstract input into ACTIONS, not raw keys: Why: Enables multi-platform, rebindable controls. --- 4. …

How to use it

Reference it in AdaL, Claude Code, Cursor or any coding agent — nothing to install:

@skills aiskillstore/game-development

View the source on GitHub

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