| name | game-pipeline |
| description | Game lifecycle orchestrator: scaffold, assets, audio, QA, deploy. |
| user-invocable | false |
| allowed-tools | ["Read","Write","Bash","Glob","Grep","Edit","Task"] |
| routing | {"triggers":["make game","game pipeline","game audio","add audio game","game testing","game qa","playtest","deploy game","ship game","promo video","record gameplay","game polish","add juice","screen shake","capacitor ios","pixel art","tile pattern","palette quantize","matrix sprite","meshy","meshyai","generate 3d model","text to 3d","image to 3d","world labs","mocap","motion data","animation pipeline","BVH import","contact detection","IK solve","motion blend","bone trajectory","root extraction","FABRIK","skeletal animation data"],"not_for":"AI-generated pixel art, illustration, or character art (use image-gen) — this skill is deterministic palette/matrix generation, not an AI backend; ad-hoc workflow composition (use workflow skill)","pairs_with":["threejs-builder","phaser-gamedev","game-sprite-pipeline"],"complexity":"Complex","category":"game-development"} |
Game Pipeline Skill
Overview
This skill orchestrates the full game development lifecycle: SCAFFOLD → ASSETS → DESIGN → AUDIO → QA → DEPLOY. Each phase can be entered independently — you do not need to start from SCAFFOLD. The orchestrator never writes game code directly; it delegates each phase to the appropriate engine-specific skill or domain reference.
Scope: Use for any browser-based game (Three.js, Phaser, or vanilla canvas), cross-cutting concerns that span engines (audio, QA, promo, deploy), and iOS export via Capacitor. Skip Unity/Godot/native engines, non-game web apps, and server-side logic.
Reference Loading Table
| Signal | Load These Files | Why |
|---|
references/game-audio.md | game-audio.md | AUDIO |
references/game-qa.md | game-qa.md | QA |
references/game-designer.md | game-designer.md | DESIGN |
references/promo-video.md | promo-video.md | DEPLOY |
references/deploy.md | deploy.md | DEPLOY |
references/capacitor-ios.md | capacitor-ios.md | DEPLOY |
| "3D model", GLB, mesh, rig, meshy | game-asset-generator.md, meshyai.md | 3D model generation |
| "environment", "gaussian splat", "world labs" | game-asset-generator.md, worldlabs.md | Environment generation |
| "sprite", "pixel art", "tile", "palette quantize" | game-asset-generator.md, pixel-art-sprites.md | 2D sprite / pixel art |
| "image", "texture", "concept art", fal.ai | game-asset-generator.md, fal-ai-image.md | Image / texture generation |
| "free asset", "find model", "sketchfab" | game-asset-generator.md, asset-sources.md | Existing asset sources |
| "mocap", "BVH", "motion data", "animation pipeline" | motion-pipeline.md | Motion data import / processing |
| "contact detection", "IK solve", "FABRIK" | motion-pipeline.md | Contact / IK solving |
| "motion blend", "bone trajectory", "root extraction" | motion-pipeline.md | Motion decomposition / blending |
Instructions
Entry Point Detection
Before executing any phase, determine which phase applies:
| User request | Entry phase |
|---|
| "make a game", "start a game", "new game" | SCAFFOLD |
| "generate assets", "add sprites", "need art" | ASSETS |
| "add juice", "game feels flat", "particles", "screen shake" | DESIGN |
| "add audio", "background music", "sound effects" | AUDIO |
| "test my game", "visual regression", "playwright", "game qa" | QA |
| "deploy", "ship", "publish", "github pages", "promo video", "ios" | DEPLOY |
If the entry phase is not SCAFFOLD, skip to that phase. Phases are independently re-enterable.
Phase 1: SCAFFOLD
Goal: Initialize the project and delegate engine-specific setup.
Step 1: Detect engine
| Signal | Engine | Delegate to |
|---|
import * as THREE, three.js in package.json | Three.js | threejs-builder skill |
new Phaser.Game(), phaser in package.json | Phaser | phaser-gamedev skill |
| No engine signal | Ask user before proceeding | — |
Step 2: Initialize project structure
game/
├── index.html
├── src/
│ └── main.js
├── assets/
│ └── assets_index.json # Asset manifest (required for Capacitor iOS)
└── dist/ # Build output
assets_index.json format:
{
"version": "1.0",
"assets": {
"player": "assets/player.png",
"bgm": "assets/music.ogg"
}
}
Step 3: Wire EventBus
Every game needs an EventBus before any feature — it is the integration contract that lets audio, effects, and analytics attach without touching game logic:
export const EventBus = new EventTarget();
export const emit = (name, detail = {}) =>
EventBus.dispatchEvent(new CustomEvent(name, { detail }));
export const on = (name, fn) =>
EventBus.addEventListener(name, (e) => fn(e.detail));
Pre-wire these event names so downstream phases attach immediately:
ENEMY_HIT, PLAYER_DEATH, LEVEL_UP, GAME_OVER, SCORE_CHANGE, SPECTACLE_*
Gate: Engine chosen, project structure created, EventBus wired.
Phase 2: ASSETS
Goal: Source or generate game assets and register them in the asset manifest.
Step 1: Audit what exists
ls assets/
cat assets/assets_index.json
Step 2: Delegate to game-asset-generator
Dispatch a subagent with: asset list, art style, output format (PNG spritesheet for Phaser, GLB for Three.js), target path assets/.
Step 3: Update asset manifest
After generation, update assets/assets_index.json. This manifest is read by both the web game and the Capacitor iOS wrapper — use relative paths only.
Gate: All assets generated, manifest updated, assets load in-game without errors.
Phase 3: DESIGN
Goal: Add visual polish and "juice" — effects that make a game feel great.
Load reference: Read references/game-designer.md for patterns.
Key principle: Design polish wires to the EventBus, not to game logic. Effects can be added, removed, or swapped without touching gameplay code.
Core effects:
| Effect | Trigger event | Impact |
|---|
| Screen shake | ENEMY_HIT, EXPLOSION | Impact weight |
| Hit freeze frame | ENEMY_HIT (big) | Dramatic pause |
| Particle burst | ENEMY_HIT, GAME_OVER | Visual feedback |
| Floating score text | SCORE_CHANGE | Progress reward |
| Combo text | COMBO_REACHED | Achievement surge |
Opening moment rule: The first 3 seconds must hook the player — immediate visual spectacle, never a loading screen or empty scene.
Gate: At least 3 juice effects wired to EventBus events. Opening moment is compelling. No effects hardcoded into gameplay logic.
Phase 4: AUDIO
Goal: Add background music and sound effects using Web Audio API.
Load reference: Read references/game-audio.md for patterns.
Key constraint: Create AudioContext only on first user interaction — browser autoplay policy silently blocks contexts created before a gesture.
AudioManager pattern:
let ctx = null;
export function getCtx() {
if (!ctx) ctx = new AudioContext();
return ctx;
}
AudioBridge — wire to EventBus:
import { on } from './EventBus.js';
import { getCtx } from './AudioManager.js';
on('ENEMY_HIT', () => playSFX('hit'));
on('LEVEL_UP', () => { stopBGM(); startBGM('level2'); });
on('GAME_OVER', () => playSFX('gameover'));
Volume hierarchy: master gain → category gains (music, sfx, ambient) → individual sources. Never set volume directly on sources.
Gate: AudioContext created on user interaction only. BGM plays. At least 2 SFX events wired. Volume controls work.
Phase 5: QA
Goal: Automated testing via Playwright with visual regression and canvas test seams.
Load reference: Read references/game-qa.md for patterns.
Scripts (run from project root):
python3 skills/game/game-pipeline/scripts/imgdiff.py baseline.png current.png
python3 skills/game/game-pipeline/scripts/with_server.py "npx playwright test"
Test seam — inject into game bootstrap:
const TEST_MODE = new URLSearchParams(location.search).get('test') === '1';
const SEED = parseInt(new URLSearchParams(location.search).get('seed') || '0');
if (TEST_MODE) window.__TEST__ = { seed: SEED, state: null };
Visual regression workflow:
- Take baseline:
npx playwright screenshot --save-as baseline.png
- Make change
- Diff:
python3 skills/game/game-pipeline/scripts/imgdiff.py baseline.png current.png
- RMS > 5.0 means investigate the diff image
Gate: At least 1 Playwright test passes. Visual baseline captured. Canvas test seam exists.
Phase 6: DEPLOY
Goal: Ship the game to a live URL.
Load reference: Read references/deploy.md. Load references/capacitor-ios.md if iOS export needed.
Load references/promo-video.md if recording gameplay for social.
Pre-deploy checklist (mandatory before any deploy):
npm run build
ls dist/
grep -r "localhost" dist/ && echo "FAIL: localhost refs" || echo "OK"
grep -r 'src="/' dist/ && echo "WARN: absolute paths" || echo "OK"
Deploy targets:
| Target | Command | Notes |
|---|
| GitHub Pages | npx gh-pages -d dist | Public repo or GitHub Pro |
| Vercel | vercel --prod | Best for preview URLs |
| Static host | Upload dist/ | Works anywhere |
| iOS (Capacitor) | See capacitor-ios.md | Requires Xcode |
Gate: Build succeeds. Deploy URL live. Game loads. No console errors.
Error Handling
Error: AudioContext Blocked
Cause: AudioContext created outside a user gesture handler
Fix: Use the getCtx() lazy-init pattern from game-audio.md. First call must happen inside click/keydown handler.
Error: Playwright Can't Interact With Canvas
Cause: No test seams, non-deterministic state, or missing readiness signal
Fix: Add window.__TEST__ with ?test=1&seed=42. Wait for game.events.once('ready') before asserting. Use render_game_to_text() to expose state as text.
Error: imgdiff.py FAIL With Unexpected Diff
Cause: Font rendering or anti-aliasing differences between platforms
Fix: python3 skills/game/game-pipeline/scripts/imgdiff.py a.png b.png --tolerance 10.0. If still failing, retake baseline on the same platform.
Error: Capacitor iOS Build Fails
Cause: Absolute paths in dist/, missing webDir config, or CocoaPods conflict
Fix: All asset paths must be relative. Check capacitor.config.ts has webDir: 'dist'. Capacitor 5+ uses SPM — run npx cap sync, not pod install. See capacitor-ios.md.
Error: Assets Missing After Deploy
Cause: Absolute asset paths (/assets/player.png instead of assets/player.png)
Fix: grep -r '"/assets/' dist/. Fix paths in build config or source — use relative paths everywhere.
Error: Promo Video Looks Choppy
Cause: Screenshot rate too slow or FFmpeg framerate mismatch
Fix: Use CDP screencast instead of screenshot loop. Set game speed to 0.5 before recording, encode with -r 50 in FFmpeg. See promo-video.md.
References
| Reference | Phase | Content |
|---|
references/game-audio.md | AUDIO | Web Audio API: AudioManager, BGM sequencer, SFX pool, AudioBridge, volume hierarchy |
references/game-qa.md | QA | Playwright: visual regression, canvas seams, deterministic mode, imgdiff patterns |
references/game-designer.md | DESIGN | Juice: particles, screen shake, hit freeze, combo text, spectacle events |
references/promo-video.md | DEPLOY | Slow-mo trick, Playwright recording, FFmpeg assembly, mobile portrait format |
references/deploy.md | DEPLOY | GitHub Pages, Vercel, static hosting, pre-deploy checklist |
references/capacitor-ios.md | DEPLOY | Capacitor 5+ iOS: SPM setup, asset contracts, touch controls, debugging |
references/game-asset-generator.md | ASSETS | Game asset generation: 3D models, environments, sprites, textures, free sources |
references/meshyai.md | ASSETS | Meshy API: text-to-3D, image-to-3D, rig, animate, optimize-glb |
references/worldlabs.md | ASSETS | World Labs Marble API: SPZ generation, SplatMesh renderer, Y-flip |
references/fal-ai-image.md | ASSETS | fal.ai: model endpoints, queue API, cost tracking, chroma-key |
references/asset-sources.md | ASSETS | Sketchfab, Poly Haven, Poly.pizza search and download |
references/pixel-art-sprites.md | ASSETS | Canvas sprite matrices, palette system, animation frames |
references/motion-pipeline.md | ASSETS | CPU-only motion pipeline: BVH import, contacts, decompose, blend, IK |