game-development▌
davila7/claude-code-templates · updated Apr 8, 2026
Orchestrator skill that provides core principles and routes to specialized sub-skills.
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:
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
| 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:
"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)
| System | Budget |
|---|---|
| Input | 1ms |
| Physics | 3ms |
| AI | 2ms |
| Game Logic | 4ms |
| Rendering | 5ms |
| Buffer | 1.67ms |
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 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 |
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.
Discussion
Product Hunt–style comments (not star reviews)- No comments yet — start the thread.
Ratings
4.7★★★★★41 reviews- ★★★★★Noor Chen· Dec 24, 2024
game-development is among the better-maintained entries we tried; worth keeping pinned for repeat workflows.
- ★★★★★Chaitanya Patil· Dec 12, 2024
game-development fits our agent workflows well — practical, well scoped, and easy to wire into existing repos.
- ★★★★★Noor Yang· Dec 12, 2024
I recommend game-development for anyone iterating fast on agent tooling; clear intent and a small, reviewable surface area.
- ★★★★★Ava Dixit· Dec 4, 2024
Keeps context tight: game-development is the kind of skill you can hand to a new teammate without a long onboarding doc.
- ★★★★★Emma Verma· Nov 23, 2024
game-development has been reliable in day-to-day use. Documentation quality is above average for community skills.
- ★★★★★Noor Thompson· Nov 19, 2024
Useful defaults in game-development — fewer surprises than typical one-off scripts, and it plays nicely with `npx skills` flows.
- ★★★★★Henry Chawla· Nov 15, 2024
Solid pick for teams standardizing on skills: game-development is focused, and the summary matches what you get after install.
- ★★★★★Piyush G· Nov 3, 2024
Registry listing for game-development matched our evaluation — installs cleanly and behaves as described in the markdown.
- ★★★★★Shikha Mishra· Oct 22, 2024
game-development reduced setup friction for our internal harness; good balance of opinion and flexibility.
- ★★★★★Emma Menon· Oct 14, 2024
Solid pick for teams standardizing on skills: game-development is focused, and the summary matches what you get after install.
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