Install
Terminal · npx$
npx skills add https://github.com/sickn33/antigravity-awesome-skills --skill game-developmentWorks with Paperclip
How Game Development fits into a Paperclip company.
Game Development drops into any Paperclip agent that handles this kind of work. Assign it to a specialist inside a pre-configured PaperclipOrg company and the skill becomes available on every heartbeat — no prompt engineering, no tool wiring.
S
SaaS FactoryPaired
Pre-configured AI company — 18 agents, 18 skills, one-time purchase.
$27$59
Explore packSource file
SKILL.md174 linesExpandCollapse
---name: game-developmentdescription: "Game development orchestrator. Routes to platform-specific skills based on project needs."risk: unknownsource: communitydate_added: "2026-02-27"--- # 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 actionsUPDATE → 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:**1. Algorithm (O(n²) → O(n log n))2. Batching (reduce draw calls)3. Pooling (avoid GC spikes)4. LOD (detail by distance)5. 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. ## 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.Related skills
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