game-development
Game development orchestrator. Routes to platform-specific skills based on project needs.
Install
mkdir -p .claude/skills/game-development && curl -L -o skill.zip "https://mcp.directory/api/skills/download/790" && unzip -o skill.zip -d .claude/skills/game-development && rm skill.zipInstalls to .claude/skills/game-development
About this skill
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.
More by davila7
View all →You might also like
flutter-development
aj-geddes
Build beautiful cross-platform mobile apps with Flutter and Dart. Covers widgets, state management with Provider/BLoC, navigation, API integration, and material design.
drawio-diagrams-enhanced
jgtolentino
Create professional draw.io (diagrams.net) diagrams in XML format (.drawio files) with integrated PMP/PMBOK methodologies, extensive visual asset libraries, and industry-standard professional templates. Use this skill when users ask to create flowcharts, swimlane diagrams, cross-functional flowcharts, org charts, network diagrams, UML diagrams, BPMN, project management diagrams (WBS, Gantt, PERT, RACI), risk matrices, stakeholder maps, or any other visual diagram in draw.io format. This skill includes access to custom shape libraries for icons, clipart, and professional symbols.
godot
bfollington
This skill should be used when working on Godot Engine projects. It provides specialized knowledge of Godot's file formats (.gd, .tscn, .tres), architecture patterns (component-based, signal-driven, resource-based), common pitfalls, validation tools, code templates, and CLI workflows. The `godot` command is available for running the game, validating scripts, importing resources, and exporting builds. Use this skill for tasks involving Godot game development, debugging scene/resource files, implementing game systems, or creating new Godot components.
nano-banana-pro
garg-aayush
Generate and edit images using Google's Nano Banana Pro (Gemini 3 Pro Image) API. Use when the user asks to generate, create, edit, modify, change, alter, or update images. Also use when user references an existing image file and asks to modify it in any way (e.g., "modify this image", "change the background", "replace X with Y"). Supports both text-to-image generation and image-to-image editing with configurable resolution (1K default, 2K, or 4K for high resolution). DO NOT read the image file first - use this skill directly with the --input-image parameter.
ui-ux-pro-max
nextlevelbuilder
"UI/UX design intelligence. 50 styles, 21 palettes, 50 font pairings, 20 charts, 8 stacks (React, Next.js, Vue, Svelte, SwiftUI, React Native, Flutter, Tailwind). Actions: plan, build, create, design, implement, review, fix, improve, optimize, enhance, refactor, check UI/UX code. Projects: website, landing page, dashboard, admin panel, e-commerce, SaaS, portfolio, blog, mobile app, .html, .tsx, .vue, .svelte. Elements: button, modal, navbar, sidebar, card, table, form, chart. Styles: glassmorphism, claymorphism, minimalism, brutalism, neumorphism, bento grid, dark mode, responsive, skeuomorphism, flat design. Topics: color palette, accessibility, animation, layout, typography, font pairing, spacing, hover, shadow, gradient."
rust-coding-skill
UtakataKyosui
Guides Claude in writing idiomatic, efficient, well-structured Rust code using proper data modeling, traits, impl organization, macros, and build-speed best practices.
Stay ahead of the MCP ecosystem
Get weekly updates on new skills and servers.