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web-games
Web browser game development principles. Framework selection, WebGPU, optimization, PWA.
Codex または Claude でインストール この Prompt をコピーして Codex、Claude、または他のアシスタントに貼り付けると、Skill ページを確認してインストールできます。
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Web browser game development principles. Framework selection, WebGPU, optimization, PWA.
Codex または Claude でインストール この Prompt をコピーして Codex、Claude、または他のアシスタントに貼り付けると、Skill ページを確認してインストールできます。
SOC 職業分類に基づく
How to author a DESIGN.md file — the machine-readable design-token + human-rationale format that must exist before any UI is built. YAML front-matter token schema (colors, typography, spacing, rounded, components), type system, token references, and canonical section order.
How to organize frontend code — separation of concerns (UI / logic / data / type), file responsibility, state tiers, API services, schema validation, and framework conventions for React/Next and Vue. Structural rules, not visual design.
Anti-slop frontend design for web UI — landing pages, portfolios, marketing/product sites, and redesigns. Reads the brief, infers the right direction, and ships interfaces that don't look templated. Real design systems when applicable, audit-first on redesigns, strict pre-flight check. NOT for mobile apps.
Automatic agent selection and intelligent task routing. Analyzes user requests and automatically selects the best specialist agent(s) without requiring explicit user mentions.
AI operational modes (brainstorm, implement, debug, review, teach, ship, orchestrate). Use to adapt behavior based on task type.
Socratic questioning protocol + user communication. MANDATORY for complex requests, new features, or unclear requirements. Includes progress reporting and error handling.
| name | web-games |
| description | Web browser game development principles. Framework selection, WebGPU, optimization, PWA. |
| allowed-tools | Read, Write, Edit, Glob, Grep |
Framework selection and browser-specific principles.
What type of game?
│
├── 2D Game
│ ├── Full game engine features? → Phaser
│ └── Raw rendering power? → PixiJS
│
├── 3D Game
│ ├── Full engine (physics, XR)? → Babylon.js
│ └── Rendering focused? → Three.js
│
└── Hybrid / Canvas
└── Custom → Raw Canvas/WebGL
| Framework | Type | Best For |
|---|---|---|
| Phaser 4 | 2D | Full game features |
| PixiJS 8 | 2D | Rendering, UI |
| Three.js | 3D | Visualizations, lightweight |
| Babylon.js 7 | 3D | Full engine, XR |
| Browser | Support |
|---|---|
| Chrome | ✅ Since v113 |
| Edge | ✅ Since v113 |
| Firefox | ✅ Since v131 |
| Safari | ✅ Since 18.0 |
| Total | ~73% global |
navigator.gpu| Constraint | Strategy |
|---|---|
| No local file access | Asset bundling, CDN |
| Tab throttling | Pause when hidden |
| Mobile data limits | Compress assets |
| Audio autoplay | Require user interaction |
| Type | Format |
|---|---|
| Textures | KTX2 + Basis Universal |
| Audio | WebM/Opus (fallback: MP3) |
| 3D Models | glTF + Draco/Meshopt |
| Phase | Load |
|---|---|
| Startup | Core assets, <2MB |
| Gameplay | Stream on demand |
| Background | Prefetch next level |
| ❌ Don't | ✅ Do |
|---|---|
| Load all assets upfront | Progressive loading |
| Ignore tab visibility | Pause when hidden |
| Block on audio load | Lazy load audio |
| Skip compression | Compress everything |
| Assume fast connection | Handle slow networks |
Remember: Browser is the most accessible platform. Respect its constraints.