3d-graphics-and-render…
Use when designing, choosing, or reviewing the rendering layer of any real-time 3D (or 2D-with-lighting) game — the rasterization pipeline, PBR vs stylized/NPR…
The orchestrator for designing a game end to end. Use when starting or steering a game's design — "I'm making a game", "where do I start", "design this game with me", "what's next in the design", or running headless to take a concept to generated, reviewed content.
$ npx -y skills add rondorkerin/gamestack --skill game-design-process --agent claude-codeHow it fires
How this skill gets triggered: by you, by Claude, or both.
/game-design-processContext preview
The summary Claude sees to decide when to auto-load this skill.
The orchestrator for designing a game end to end. Use when starting or steering a game's design — "I'm making a game", "where do I start", "design this game with me", "what's next in the design", or running headless to take a concept to generated, reviewed content.
name: game-design-process description: The orchestrator for designing a game end to end. Use when starting or steering a game's design — "I'm making a game", "where do I start", "design this game with me", "what's next in the design", or running headless to take a concept to generated, reviewed content. Engine-agnostic; tuned for procedural / AI-authored games (e.g. a procgen open-world RPG in Godot). Sequences the pipeline and names which knowledge/process skill to pull at each phase. Stops at design/spec — does not write gameplay code.
!`cat "${CLAUDE_PLUGIN_ROOT}/shared/PREAMBLE.md"; echo; cat "${CLAUDE_PLUGIN_ROOT}/ETHOS.md"`
> FALLBACK: if the line above rendered literally or empty (your host has > `disableSkillShellExecution` set), Read `${CLAUDE_PLUGIN_ROOT}/shared/PREAMBLE.md` and > `${CLAUDE_PLUGIN_ROOT}/ETHOS.md` now and **follow PREAMBLE.md as instructions** (load > the design bible, detect the engine), then continue.
The spine of the pack. This skill turns a one-line game concept into a designed, generated, self-reviewed game — and tells you which other skill does the work at each step. It is also the **first-touch router**: when the user describes a game or asks "where do I start / what's next", classify the intent and enter at the right phase below. (Routing is advisory — you invoke the next skill; there is no automatic dispatch.)
The design bible at `./.gamestack/bible/` (loaded by the preamble) is the persistent record of every phase's output and decisions. Read it to know what's done; append decisions to `decisions.md` as you make them.
This pipeline is **genre-aware** (see `docs/architecture.md`). After Phase 1's concept, name the game's **genre family** (open-world RPG, platformer, shooter, puzzle, strategy, sim, deckbuilder, roguelike…) and record it in the bible (`genre`). That selection decides which skills you pull:
Phase 2 below is therefore *"build this genre's core,"* not *"build a world."* The universal skills always apply; the genre lens is what changes.
1. **Design from interlocking systems and constraints, not content volume.** A headless/procedural agent's superpower is authoring *rules* that generate content, not hand-placing it. Lean into systemic and procedural design. 2. **Every element must earn its place.** Each system answers "what interesting decision does this create?"; each generated location answers "who made this and what happened here?" If neither, cut it. 3. **Hand-author a static backbone; proceduralize the connective tissue.** Finite legendary loot, named landmarks, the mythic spine, key quests = hand-authored anchors. Everything between = constrained generation. 4. **Gate generated content against hard quality bars** before it's committed. This is non-negotiable for procgen — see `procgen-review`, and `${CLAUDE_PLUGIN_ROOT}/shared/GATE.md` for the headless generate→review→repair loop. 5. **Stop at the spec, then hand off.** This pipeline produces world bibles, system specs, content, and review verdicts. Implementation is a separate, engine-specific step — when the spec is ready, pass it to `engine-router`, which routes the build to the matching engine pack (Godot/Unreal/Unity). For a tracked production cycle (epics, stories, sprints) once implementation starts, this pack has none — pair with a production-process framework like [BMad Game Dev Studio](https://github.com/bmad-code-org/bmad-module-game-dev-studio) instead (see `docs/architecture.md` § Relationship to other frameworks).
Read **`PIPELINE.md`** for the full phase-by-phase p
An agentic framework for building games on any platform — for Claude. Like gstack is for software, but for games. Questions, feedback, or just want to follow along: Discord · @metatransformr on X
Repo: rondorkerin/gamestack
Use when designing, choosing, or reviewing the rendering layer of any real-time 3D (or 2D-with-lighting) game — the rasterization pipeline, PBR vs stylized/NPR…
Use when keeping AI-authored or procedurally-generated content coherent at scale — single voice across a corpus, a machine-readable lore bible with a "never…
Use when designing, speccing, or reviewing a character/object motion system in ANY engine — the rig and skeleton, skinning (linear blend vs dual-quaternion,…
Use when making design-level (not asset-production) decisions about how a game looks and reads — readability vs. fidelity, silhouette design, value/contrast as…
Use when designing, tuning, or reviewing combat and game feel — juice/feedback budgets, hit-stop and impact, telegraphing and danger cues, enemy silhouettes…
Use when designing, tuning, or reviewing the difficulty or balance of any game system — encounter tuning, cost curves, dominant-strategy audits, dynamic…