Overview
The Game Development skill is an orchestrator that provides core game development principles and routes to specialized sub-skills based on platform, dimension, and specialty area. It teaches fundamental patterns applicable across all game types.What This Skill Provides
- Game loop fundamentals: Input → Update → Render pattern with fixed timestep
- Pattern selection: State machines, object pooling, ECS, behavior trees
- Input abstraction: Platform-independent action mapping
- Performance budgeting: 60 FPS frame budget allocation (16.67ms)
- AI selection: FSM, behavior trees, GOAP, utility AI by complexity
- Collision strategies: AABB, circle, spatial hash, quadtree
- Sub-skill routing: Directs to web, mobile, PC, VR/AR, 2D, 3D, multiplayer, etc.
- Universal anti-patterns: Common mistakes across all platforms
Sub-Skills
The skill routes to specialized sub-skills:By Platform
- web-games: HTML5, WebGL browser games
- mobile-games: iOS, Android mobile games
- pc-games: Steam, desktop games
- vr-ar: VR/AR headset games
By Dimension
- 2d-games: Sprites, tilemaps, 2D physics
- 3d-games: Meshes, shaders, 3D rendering
By Specialty
- game-design: GDD, balancing, player psychology
- multiplayer: Networking, client-server architecture
- game-art: Visual style, asset pipeline, animation
- game-audio: Sound design, music, adaptive audio
Use Cases
- Building web-based browser games
- Creating mobile games for iOS and Android
- Developing PC games for Steam or desktop
- Implementing VR/AR experiences
- Designing game mechanics and balance
- Adding multiplayer networking
- Optimizing game performance for 60 FPS
Related Skills
- Mobile Design - Mobile game UX
- Performance Profiling - Game optimization
- Architecture - Game architecture patterns
Which Agents Use This Skill
This skill is commonly used by:- Game developers across all platforms
- Technical game designers implementing mechanics
- Graphics programmers optimizing rendering
- Gameplay programmers building game systems
Key Principles
The Game Loop
Every game, regardless of platform, follows this pattern:- Physics/logic: Fixed rate (e.g., 50Hz)
- Rendering: As fast as possible
- Interpolate between states for smooth visuals
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 |
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)
Input Abstraction
Abstract input into ACTIONS, not raw keys: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 |
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
| 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
Browser-based 2D platformer
- Start with
game-development/web-gamesfor framework selection - Then
game-development/2d-gamesfor sprite/tilemap patterns - Reference
game-development/game-designfor level design
Mobile puzzle game
- Start with
game-development/mobile-gamesfor touch input and stores - Use
game-development/game-designfor puzzle balancing
Multiplayer VR shooter
game-development/vr-arfor comfort and immersiongame-development/3d-gamesfor renderinggame-development/multiplayerfor networking
