بنقرة واحدة
game-development
Game development orchestrator. Routes to platform-specific skills based on project needs.
التثبيت باستخدام Codex أو Claude انسخ هذا Prompt والصقه في Codex أو Claude أو مساعد آخر ليراجع صفحة Skill ويثبّتها لك.
القائمة
Game development orchestrator. Routes to platform-specific skills based on project needs.
التثبيت باستخدام Codex أو Claude انسخ هذا Prompt والصقه في Codex أو Claude أو مساعد آخر ليراجع صفحة Skill ويثبّتها لك.
استنادا إلى تصنيف SOC المهني
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AI agent design principles. Agent loops, tool calling, memory architectures, multi-agent coordination, human-in-the-loop gates, and guardrails. Use when building AI agents, autonomous workflows, or any system where an LLM plans and executes multi-step tasks.
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Bash/Linux terminal patterns. Critical commands, piping, error handling, scripting. Use when working on macOS or Linux systems.
| name | game-development |
| description | Game development orchestrator. Routes to platform-specific skills based on project needs. |
| allowed-tools | Read, Write, Edit, Glob, Grep, Bash |
| version | 1.0.0 |
| last-updated | "2026-03-12T00:00:00.000Z" |
| applies-to-model | gemini-2.5-pro, claude-3-7-sonnet |
Orchestrator skill that provides core principles and routes to specialized sub-skills.
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.
| 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 |
| If the game is... | Use Sub-Skill |
|---|---|
| 2D (sprites, tilemaps) | game-development/2d-games |
| 3D (meshes, shaders) | game-development/3d-games |
| 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 |
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:
| 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.
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.
| System | Budget |
|---|---|
| Input | 1ms |
| Physics | 3ms |
| AI | 2ms |
| Game Logic | 4ms |
| Rendering | 5ms |
| Buffer | 1.67ms |
Optimization Priority:
| 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 |
| Type | Best For |
|---|---|
| AABB | Rectangles, fast checks |
| Circle | Round objects, cheap |
| Spatial Hash | Many similar-sized objects |
| Quadtree | Large worlds, varying sizes |
| 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 |
→ 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
→ Start with game-development/mobile-games for touch input and stores
→ Use game-development/game-design for puzzle balancing
→ 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.
When this skill produces or reviews code, structure your output as follows:
━━━ Game Development Report ━━━━━━━━━━━━━━━━━━━━━━━━
Skill: Game Development
Language: [detected language / framework]
Scope: [N files · N functions]
─────────────────────────────────────────────────
✅ Passed: [checks that passed, or "All clean"]
⚠️ Warnings: [non-blocking issues, or "None"]
❌ Blocked: [blocking issues requiring fix, or "None"]
─────────────────────────────────────────────────
VBC status: PENDING → VERIFIED
Evidence: [test output / lint pass / compile success]
VBC (Verification-Before-Completion) is mandatory. Do not mark status as VERIFIED until concrete terminal evidence is provided.
AI coding assistants often fall into specific bad habits when dealing with this domain. These are strictly forbidden:
// VERIFY or check package.json / requirements.txt.Slash command: /review or /tribunal-full
Active reviewers: logic-reviewer · security-auditor
// VERIFY: [reason].Review these questions before confirming output:
✅ Did I rely ONLY on real, verified tools and methods?
✅ Is this solution appropriately scoped to the user's constraints?
✅ Did I handle potential failure modes and edge cases?
✅ Have I avoided generic boilerplate that doesn't add value?
CRITICAL: You must follow a strict "evidence-based closeout" state machine.