- Skill ID
- sickn33/agentic-awesome-skills/game-development
- Publisher
- sickn33
- Repository
- agentic-awesome-skills
- Installs
- 0
- Files
- 12
- Synced
- Sep 23, 2026
Open any RiverX project, open the Skills panel in the chat, and search for this identifier. The files are fetched from the source repository at install time.
sickn33/agentic-awesome-skills/game-developmentInstalls these files- 2d-games/SKILL.md
- 3d-games/SKILL.md
- SKILL.md
- engine-selection/SKILL.md
- game-art/SKILL.md
- game-audio/SKILL.md
- game-design/SKILL.md
- mobile-games/SKILL.md
- multiplayer/SKILL.md
- pc-games/SKILL.md
- vr-ar/SKILL.md
- web-games/SKILL.md
What this skill tells the agent
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 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 |
Architecture / tooling
| If you need... | Use Sub-Skill |
|---|---|
| Engine / framework choice, shell vs guest, fit tiers | game-development/engine-selection |
| 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
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
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
| 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 |
| Content-as-data | Designers ship levels/events without code | JSON/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 joystick4. 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 → Batching → Pooling → LOD → Culling.
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 |
| Pick an engine by hype | Match 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.
More from sickn33
Use this skill in a project
Open any RiverX project, search the Skills panel for sickn33/agentic-awesome-skills/game-development, and install it in one click.
