Game development orchestrator. Routes to platform-specific skills based on project needs.
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npx mdskills install sickn33/game-developmentOrchestrator with excellent principles and routing tables; lacks actionable workflow steps
1---2name: game-development3description: Game development orchestrator. Routes to platform-specific skills based on project needs.4allowed-tools: Read, Write, Edit, Glob, Grep, Bash5---67# Game Development89> **Orchestrator skill** that provides core principles and routes to specialized sub-skills.1011---1213## When to Use This Skill1415You 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.1617---1819## Sub-Skill Routing2021### Platform Selection2223| If the game targets... | Use Sub-Skill |24|------------------------|---------------|25| Web browsers (HTML5, WebGL) | `game-development/web-games` |26| Mobile (iOS, Android) | `game-development/mobile-games` |27| PC (Steam, Desktop) | `game-development/pc-games` |28| VR/AR headsets | `game-development/vr-ar` |2930### Dimension Selection3132| If the game is... | Use Sub-Skill |33|-------------------|---------------|34| 2D (sprites, tilemaps) | `game-development/2d-games` |35| 3D (meshes, shaders) | `game-development/3d-games` |3637### Specialty Areas3839| If you need... | Use Sub-Skill |40|----------------|---------------|41| GDD, balancing, player psychology | `game-development/game-design` |42| Multiplayer, networking | `game-development/multiplayer` |43| Visual style, asset pipeline, animation | `game-development/game-art` |44| Sound design, music, adaptive audio | `game-development/game-audio` |4546---4748## Core Principles (All Platforms)4950### 1. The Game Loop5152Every game, regardless of platform, follows this pattern:5354```55INPUT → Read player actions56UPDATE → Process game logic (fixed timestep)57RENDER → Draw the frame (interpolated)58```5960**Fixed Timestep Rule:**61- Physics/logic: Fixed rate (e.g., 50Hz)62- Rendering: As fast as possible63- Interpolate between states for smooth visuals6465---6667### 2. Pattern Selection Matrix6869| Pattern | Use When | Example |70|---------|----------|---------|71| **State Machine** | 3-5 discrete states | Player: Idle→Walk→Jump |72| **Object Pooling** | Frequent spawn/destroy | Bullets, particles |73| **Observer/Events** | Cross-system communication | Health→UI updates |74| **ECS** | Thousands of similar entities | RTS units, particles |75| **Command** | Undo, replay, networking | Input recording |76| **Behavior Tree** | Complex AI decisions | Enemy AI |7778**Decision Rule:** Start with State Machine. Add ECS only when performance demands.7980---8182### 3. Input Abstraction8384Abstract input into ACTIONS, not raw keys:8586```87"jump" → Space, Gamepad A, Touch tap88"move" → WASD, Left stick, Virtual joystick89```9091**Why:** Enables multi-platform, rebindable controls.9293---9495### 4. Performance Budget (60 FPS = 16.67ms)9697| System | Budget |98|--------|--------|99| Input | 1ms |100| Physics | 3ms |101| AI | 2ms |102| Game Logic | 4ms |103| Rendering | 5ms |104| Buffer | 1.67ms |105106**Optimization Priority:**1071. Algorithm (O(n²) → O(n log n))1082. Batching (reduce draw calls)1093. Pooling (avoid GC spikes)1104. LOD (detail by distance)1115. Culling (skip invisible)112113---114115### 5. AI Selection by Complexity116117| AI Type | Complexity | Use When |118|---------|------------|----------|119| **FSM** | Simple | 3-5 states, predictable behavior |120| **Behavior Tree** | Medium | Modular, designer-friendly |121| **GOAP** | High | Emergent, planning-based |122| **Utility AI** | High | Scoring-based decisions |123124---125126### 6. Collision Strategy127128| Type | Best For |129|------|----------|130| **AABB** | Rectangles, fast checks |131| **Circle** | Round objects, cheap |132| **Spatial Hash** | Many similar-sized objects |133| **Quadtree** | Large worlds, varying sizes |134135---136137## Anti-Patterns (Universal)138139| Don't | Do |140|-------|-----|141| Update everything every frame | Use events, dirty flags |142| Create objects in hot loops | Object pooling |143| Cache nothing | Cache references |144| Optimize without profiling | Profile first |145| Mix input with logic | Abstract input layer |146147---148149## Routing Examples150151### Example 1: "I want to make a browser-based 2D platformer"152→ Start with `game-development/web-games` for framework selection153→ Then `game-development/2d-games` for sprite/tilemap patterns154→ Reference `game-development/game-design` for level design155156### Example 2: "Mobile puzzle game for iOS and Android"157→ Start with `game-development/mobile-games` for touch input and stores158→ Use `game-development/game-design` for puzzle balancing159160### Example 3: "Multiplayer VR shooter"161→ `game-development/vr-ar` for comfort and immersion162→ `game-development/3d-games` for rendering163→ `game-development/multiplayer` for networking164165---166167> **Remember:** Great games come from iteration, not perfection. Prototype fast, then polish.168
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