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Skills/Game Development
sickn33 avatar

Game Development

sickn33/antigravity-awesome-skills

A routing orchestrator that points you to specialized sub-skills based on what you're building: web games, mobile, PC, VR/AR, 2D versus 3D, multiplayer, and more. It also teaches core game dev principles that apply everywhere, like the game loop with fixed timestep updates, pattern selection (state machines versus ECS versus behavior trees), input abstraction, and a 16.67ms performance budget breakdown. The routing tables are genuinely useful if you're context-switching between projects or need a sanity check on which patterns fit your scope. Think of it as a triage system that keeps you from overthinking architecture before you've even prototyped.

installs
3.3K
GitHub stars
43.1K
last updated
Jul 14, 2026
View on GitHubSave

Install

$ npx -y skills add sickn33/antigravity-awesome-skills --skill game-development --agent claude-code

Installs into .claude/skills of the current project.

Files

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 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

Architecture / tooling

If you need...Use Sub-Skill
Engine / framework choice, shell vs guest, fit tiersgame-development/engine-selection
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

INPUT  → Read player actions
UPDATE → Process game logic (fixed timestep)
RENDER → Draw the frame (interpolated)

Fixed-timestep starting point (not required for every game):

  • Physics/logic: Fixed rate (e.g., 50Hz)
  • Rendering: Synchronize with the display/frame scheduler and chosen power budget
  • Interpolate where appropriate; cap accumulated lag/substeps after pauses to avoid a catch-up spiral

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

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
Content-as-dataDesigners ship levels/events without codeJSON/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. Illustrative Performance Budget (60 FPS = 16.67ms)

SystemBudget
Input1ms
Physics3ms
AI2ms
Game Logic4ms
Rendering5ms
Buffer1.67ms

Profile CPU and GPU paths on target hardware before choosing an optimization; these techniques do not have a universal priority order.

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
Pick an engine by hypeMatch engine to genre + team + delivery target

Routing Examples

“Browser 2D platformer”

→ game-development/engine-selection → game-development/web-games → game-development/2d-games → game-development/game-design

“UI-heavy web game with small arcade challenges”

→ game-development/engine-selection (shell vs guest) → game-development/web-games → game-development/2d-games for guests only

“Mobile puzzle”

→ game-development/mobile-games → game-development/game-design

“Multiplayer VR shooter”

→ game-development/vr-ar → game-development/3d-games → game-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.
SKILL.md on GitHub

Sponsors

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Details

Repository
github.com/sickn33/antigravity-awesome-skills
Category
Game Development

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