game-development

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

View Source
name:game-developmentdescription:Game development orchestrator. Routes to platform-specific skills based on project needs.allowed-tools:Read, Write, Edit, Glob, Grep, Bash

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 headsetsgame-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 psychologygame-development/game-design
Multiplayer, networkinggame-development/multiplayer
Visual style, asset pipeline, animationgame-development/game-art
Sound design, music, adaptive audiogame-development/game-audio


Core Principles (All Platforms)

1. The Game Loop

Every game, regardless of platform, follows this pattern:

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

  • 2. Pattern Selection Matrix

    PatternUse WhenExample
    State Machine3-5 discrete statesPlayer: Idle→Walk→Jump
    Object PoolingFrequent spawn/destroyBullets, particles
    Observer/EventsCross-system communicationHealth→UI updates
    ECSThousands of similar entitiesRTS units, particles
    CommandUndo, replay, networkingInput recording
    Behavior TreeComplex AI decisionsEnemy AI

    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

    Why: Enables multi-platform, rebindable controls.


    4. Performance Budget (60 FPS = 16.67ms)

    SystemBudget
    Input1ms
    Physics3ms
    AI2ms
    Game Logic4ms
    Rendering5ms
    Buffer1.67ms

    Optimization Priority:

  • Algorithm (O(n²) → O(n log n))

  • Batching (reduce draw calls)

  • Pooling (avoid GC spikes)

  • LOD (detail by distance)

  • Culling (skip invisible)

  • 5. AI Selection by Complexity

    AI TypeComplexityUse When
    FSMSimple3-5 states, predictable behavior
    Behavior TreeMediumModular, designer-friendly
    GOAPHighEmergent, planning-based
    Utility AIHighScoring-based decisions


    6. Collision Strategy

    TypeBest For
    AABBRectangles, fast checks
    CircleRound objects, cheap
    Spatial HashMany similar-sized objects
    QuadtreeLarge worlds, varying sizes


    Anti-Patterns (Universal)

    Don'tDo
    Update everything every frameUse events, dirty flags
    Create objects in hot loopsObject pooling
    Cache nothingCache references
    Optimize without profilingProfile first
    Mix input with logicAbstract input layer


    Routing Examples

    Example 1: "I want to make a browser-based 2D platformer"


    → Start with game-development/web-games for framework selection
    → Then game-development/2d-games for sprite/tilemap patterns
    → Reference game-development/game-design for level design

    Example 2: "Mobile puzzle game for iOS and Android"


    → Start with game-development/mobile-games for touch input and stores
    → Use game-development/game-design for puzzle balancing

    Example 3: "Multiplayer VR shooter"


    game-development/vr-ar for comfort and immersion
    game-development/3d-games for rendering
    game-development/multiplayer for networking


    > Remember: Great games come from iteration, not perfection. Prototype fast, then polish.