Routing orchestrator for game development projects with platform and dimension-specific sub-skills.
Works with
Routes to specialized sub-skills based on target platform (web, mobile, PC, VR/AR) and game dimension (2D or 3D)
Covers core principles applicable across all platforms: game loop architecture, fixed timestep physics, input abstraction, and performance budgeting for 60 FPS
Includes pattern selection matrix (State Machine, ECS, Behavior Trees, Object Pooling) with decision rules for when
AI-first code editor with Composer
Before installing skills in Cursor, ensure your development environment meets these requirements:
node --versiongame-developmentExecute the skills CLI command in your project's root directory to begin installation:
Fetches game-development from sickn33/antigravity-awesome-skills and configures it for Cursor.
The CLI shows a list of agents. Use arrow keys and space to select Cursor:
Confirm successful installation by checking the skill directory location:
Restart Cursor to activate game-development. Access via /game-development in your agent's command palette.
We perform automated surface-level scans (Gen AI Scanner, Socket, Snyk) during installation. These checks detect common vulnerabilities but do not guarantee complete security. Always review skill source code and verify the publisher's reputation before production use.
Skills execute code in your environment. Always review source, verify the publisher, and test in isolation before production.
Submit your Claude Code skill and start earning
Create detailed user stories, acceptance criteria, and feature specs
Example
Generate user stories for 'password reset feature' with acceptance criteria, edge cases, and test scenarios
Reduce spec writing time by 50%, ensure comprehensive coverage
Research competitors, compare features, identify gaps
Example
Analyze 5 competitor products, create feature comparison matrix, suggest differentiation opportunities
Complete competitive research in 2 hours instead of 2 days
Evaluate features using frameworks (RICE, ICE, Kano) and create prioritized backlogs
Example
Score 20 feature ideas using RICE framework, generate prioritized roadmap with rationale
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Orchestrator skill that provides core principles and routes to specialized sub-skills.
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.
| 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 |
| If the game is... | Use Sub-Skill |
|---|---|
| 2D (sprites, tilemaps) | game-development/2d-games |
| 3D (meshes, shaders) | game-development/3d-games |
| 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 |
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:
| 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.
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.
| System | Budget |
|---|---|
| Input | 1ms |
| Physics | 3ms |
| AI | 2ms |
| Game Logic | 4ms |
| Rendering | 5ms |
| Buffer | 1.67ms |
Optimization Priority:
| 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 |
| Type | Best For |
|---|---|
| AABB | Rectangles, fast checks |
| Circle | Round objects, cheap |
| Spatial Hash | Many similar-sized objects |
| Quadtree | Large worlds, varying sizes |
| 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 |
→ 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
→ Start with game-development/mobile-games for touch input and stores
→ Use game-development/game-design for puzzle balancing
→ 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.
Make data-driven prioritization decisions faster
Draft PRDs, status updates, and stakeholder presentations
Example
Create executive summary of Q3 roadmap, monthly progress report, feature launch announcement
Save 3-5 hours/week on communication overhead
Prerequisites
Time Estimate
30-60 minutes to see productivity improvements
Steps
Common Pitfalls
✓ Do
✗ Don't
💡 Pro Tips
✓ Use when
Use for user story writing, competitive research, roadmap prioritization, stakeholder communication, and PRD drafting. Best for reducing repetitive documentation and research work.
✗ Avoid when
Avoid for strategic product vision (requires deep customer empathy), pricing decisions (needs market and financial expertise), or when face-to-face customer discovery is more valuable than speed.
greedychipmunk/agent-skills
sickn33/antigravity-awesome-skills
omer-metin/skills-for-antigravity
mattpocock/skills
parcadei/continuous-claude-v3
cursor/plugins
Registry listing for game-development matched our evaluation — installs cleanly and behaves as described in the markdown.
We added game-development from the explainx registry; install was straightforward and the SKILL.md answered most questions upfront.
Solid pick for teams standardizing on skills: game-development is focused, and the summary matches what you get after install.
Keeps context tight: game-development is the kind of skill you can hand to a new teammate without a long onboarding doc.
game-development has been reliable in day-to-day use. Documentation quality is above average for community skills.
game-development reduced setup friction for our internal harness; good balance of opinion and flexibility.
game-development has been reliable in day-to-day use. Documentation quality is above average for community skills.
Keeps context tight: game-development is the kind of skill you can hand to a new teammate without a long onboarding doc.
I recommend game-development for anyone iterating fast on agent tooling; clear intent and a small, reviewable surface area.
game-development reduced setup friction for our internal harness; good balance of opinion and flexibility.
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