acceptance-orchestrato…
Use when a coding task should be driven end-to-end from issue intake through implementation, review, deployment, and acceptance verification with minimal human…
Game development orchestrator. Routes to platform-specific skills based on project needs.
$ npx -y skills add sinhoneyy/master-skills --skill game-development --agent claude-codeHow it fires
How this skill gets triggered: by you, by Claude, or both.
/game-developmentContext preview
The summary Claude sees to decide when to auto-load this skill.
Game development orchestrator. Routes to platform-specific skills based on project needs.
name: game-development description: "Game development orchestrator. Routes to platform-specific skills based on project needs." risk: unknown source: community date_added: "2026-02-27"
> **Orchestrator skill** that provides core principles and routes to specialized sub-skills.
---
You 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.
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| If the game targets... | Use Sub-Skill | |------------------------|---------------| | Web browsers (HTML5, WebGL) | `game-development/web-games` | | Mobile (iOS, Android) | `game-development/mobile-games` | | PC (Steam, Desktop) | `game-development/pc-games` | | VR/AR headsets | `game-development/vr-ar` |
| If the game is... | Use Sub-Skill | |-------------------|---------------| | 2D (sprites, tilemaps) | `game-development/2d-games` | | 3D (meshes, shaders) | `game-development/3d-games` |
| If you need... | Use Sub-Skill | |----------------|---------------| | GDD, balancing, player psychology | `game-development/game-design` | | Multiplayer, networking | `game-development/multiplayer` | | Visual style, asset pipeline, animation | `game-development/game-art` | | Sound design, music, adaptive audio | `game-development/game-audio` |
---
Every game, regardless of platform, follows this pattern:
INPUT → Read player actions UPDATE → Process game logic (fixed timestep) RENDER → Draw the frame (interpolated)
**Fixed Timestep Rule:**
---
| Pattern | Use When | Example | |---------|----------|---------| | **State Machine** | 3-5 discrete states | Player: Idle→Walk→Jump | | **Object Pooling** | Frequent spawn/destroy | Bullets, particles | | **Observer/Events** | Cross-system communication | Health→UI updates | | **ECS** | Thousands of similar entities | RTS units, particles | | **Command** | Undo, replay, networking | Input recording | | **Behavior Tree** | Complex AI decisions | Enemy AI |
**Decision Rule:** Start with State Machine. Add ECS only when performance demands.
---
Abstract input into ACTIONS, not raw keys:
"jump" → Space, Gamepad A, Touch tap "move" → WASD, Left stick, Virtual joystick
**Why:** Enables multi-platform, rebindable controls.
---
| System | Budget | |--------|--------| | Input | 1ms | | Physics | 3ms | | AI | 2ms | | Game Logic | 4ms | | Rendering | 5ms | | Buffer | 1.67ms |
**Optimization Priority:** 1. Algorithm (O(n²) → O(n log n)) 2. Batching (reduce draw calls) 3. Pooling (avoid GC spikes) 4. LOD (detail by distance) 5. Culling (skip invisible)
---
| AI Type | Complexity | Use When | |---------|------------|----------| | **FSM** | Simple | 3-5 states, predictable behavior | | **Behavior Tree** | Medium | Modular, designer-friendly | | **GOAP** | High | Emergent, planning-based | | **Utility AI** | High | Scoring-based decisions |
---
| Type | Best For | |------|----------| | **AABB** | Rectangles, fast checks | | **Circle** | Round objects, cheap | | **Spatial Hash** | Many similar-sized objects | | **Quadtree** | Large worlds, varying sizes |
---
| Don't | Do | |-------|-----| | Update everything every frame | Use events, dirty flags | | Create objects in hot loops | Object pooling | | Cache nothing | Cache references | | Optimize without profiling | Profile first | | Mix input with logic | Abstract input layer |
---
→ Start with `game-development/web-games` for framework selection → Then `game-development/2d-games` for sprite/tilemap patterns → Reference `game-development/game-design` for level design
→ Start with `game-development/mobile-games` for touch input and stores → Use `game-development/game-design` for puzzle balancing
→ `game-development/vr-ar` for comfort and immersion → `game-development/3d-games` for rendering → `game-development/multiplayer` for networking
---
> **Remember:** Great games come from iteration, not perfection. Prototype fast, then polish.
Unified skill library for Claude, Codex, Cursor, Antigravity & AI agents — 2,658 skills across 15 domains
Repo: sinhoneyy/master-skills
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