From antigravity-awesome-skills
Orchestrates game development by routing to platform-specific sub-skills (web/HTML5-WebGL, mobile/iOS-Android, PC, VR/AR) and 2D/3D specialties; teaches core principles like game loops, patterns (ECS, state machines), input abstraction, performance budgets.
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> **Orchestrator skill** that provides core principles and routes to specialized sub-skills.
Orchestrates game development by routing to platform-specific sub-skills (web/HTML5-WebGL, mobile/iOS-Android, PC, VR/AR) and 2D/3D specialties; teaches core principles like game loops, patterns (ECS, state machines), input abstraction, performance budgets.
Guides game development across platforms, from prototyping core loops to optimizing performance, physics, and player experience. Activates on game, Phaser, Unity, Godot keywords.
Builds complete browser games from scratch: scaffolds with Phaser/Three.js, generates assets/audio, adds Playwright tests, deploys to here.now, monetizes via Play.fun. Use for new 2D/3D game concepts.
Share bugs, ideas, or general feedback.
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.