game-development

Orchestrator skill that provides core principles and routes to specialized sub-skills.

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Install skill "game-development" with this command: npx skills add violabg/dev-recruit/violabg-dev-recruit-game-development

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

  1. 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.

  1. 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.

  1. 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)

  1. 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

  1. 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.

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