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    davila7

    game-development

    davila7/game-development
    Design
    19,892
    7 installs

    About

    SKILL.md

    Install

    Install via Skills CLI

    or add to your agent
    • Claude Code
      Claude Code
    • Codex
      Codex
    • OpenClaw
      OpenClaw
    • Cursor
      Cursor
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      Amp
    • GitHub Copilot
      GitHub Copilot
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      Gemini CLI
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      Kilo Code
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      Junie
    • Replit
      Replit
    • Windsurf
      Windsurf
    • Cline
      Cline
    • Continue
      Continue
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      OpenCode
    • OpenHands
      OpenHands
    • Roo Code
      Roo Code
    • Augment
      Augment
    • Goose
      Goose
    • Trae
      Trae
    • Zencoder
      Zencoder
    • Antigravity
      Antigravity
    ├─
    ├─
    └─

    About

    Game development orchestrator. Routes to platform-specific skills based on project needs.

    SKILL.md

    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:

    1. Algorithm (O(n²) → O(n log n))
    2. Batching (reduce draw calls)
    3. Pooling (avoid GC spikes)
    4. LOD (detail by distance)
    5. 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.

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    Repository
    davila7/claude-code-templates
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