business-ops
Business operations: strategy, technology, growth, competitive intelligence, support, finance, HR, legal, operations, sales, productivity, product management.
Game lifecycle orchestrator: scaffold, assets, audio, QA, deploy.
$ npx -y skills add notque/vexjoy-agent --skill game-pipeline --agent claude-codeHow it fires
How this skill gets triggered: by you, by Claude, or both.
/game-pipelineContext preview
The summary Claude sees to decide when to auto-load this skill.
Game lifecycle orchestrator: scaffold, assets, audio, QA, deploy.
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-developmentThis 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.
---
| 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 |
**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.
---
**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:
// src/EventBus.js
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.
---
**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.
---
**Goal**: Add visual polish a
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