Game Development
Build web-based games across four modes: adventure (narrative + puzzles), sandbox (open world + crafting), action (real-time combat + physics), and educational (learning objectives + adaptive difficulty). Covers game loop, scene management, asset pipeline, input handling, and state persistence.
Best use case
Game Development is best used when you need a repeatable AI agent workflow instead of a one-off prompt.
Build web-based games across four modes: adventure (narrative + puzzles), sandbox (open world + crafting), action (real-time combat + physics), and educational (learning objectives + adaptive difficulty). Covers game loop, scene management, asset pipeline, input handling, and state persistence.
Teams using Game Development should expect a more consistent output, faster repeated execution, less prompt rewriting.
When to use this skill
- You want a reusable workflow that can be run more than once with consistent structure.
When not to use this skill
- You only need a quick one-off answer and do not need a reusable workflow.
- You cannot install or maintain the underlying files, dependencies, or repository context.
Installation
Claude Code / Cursor / Codex
Manual Installation
- Download SKILL.md from GitHub
- Place it in
.claude/skills/game-dev/SKILL.mdinside your project - Restart your AI agent — it will auto-discover the skill
How Game Development Compares
| Feature / Agent | Game Development | Standard Approach |
|---|---|---|
| Platform Support | Not specified | Limited / Varies |
| Context Awareness | High | Baseline |
| Installation Complexity | Unknown | N/A |
Frequently Asked Questions
What does this skill do?
Build web-based games across four modes: adventure (narrative + puzzles), sandbox (open world + crafting), action (real-time combat + physics), and educational (learning objectives + adaptive difficulty). Covers game loop, scene management, asset pipeline, input handling, and state persistence.
Where can I find the source code?
You can find the source code on GitHub using the link provided at the top of the page.
SKILL.md Source
# Skill: Game Development
## Metadata
| Field | Value |
|-------|-------|
| Skill ID | SKL-0038 |
| Name | Game Development |
| Version | 1.0 |
| Owner | builder |
## Purpose
Build web-based games using structured procedures adapted to four game modes. Each mode has its own architecture patterns, core systems, and quality checks.
## Procedure
### 1. Determine Game Mode
Read the GDD (docs/GDD.md) or task description. Identify the primary mode:
| Mode | Signals | Core Systems |
|------|---------|-------------|
| **Adventure** | story, narrative, puzzles, point-and-click, dialogue, quests | Scene graph, dialogue engine, inventory, puzzle state, save/load |
| **Sandbox** | open world, crafting, building, exploration, procedural | Chunk/tile system, crafting recipes, entity spawning, world persistence |
| **Action** | combat, physics, real-time, enemies, platformer, shooting | Game loop (60fps), collision detection, entity-component, particle effects |
| **Educational** | learning, quiz, adaptive, curriculum, progress tracking | Question engine, adaptive difficulty, progress analytics, reward system |
If the GDD specifies multiple modes (e.g., adventure + educational), use the primary mode's architecture with secondary mode systems layered on top.
### 2. Select Tech Stack
**Default stack (web-based):**
| Component | Default | Alternative |
|-----------|---------|-------------|
| Engine | Phaser 3 | PixiJS (2D rendering only), Three.js (3D), vanilla Canvas |
| Language | TypeScript | JavaScript |
| Build | Vite | Webpack |
| State | Zustand or built-in scene data | Redux (if React wrapper needed) |
| Audio | Howler.js | Web Audio API directly |
| UI overlay | HTML/CSS overlay | Phaser DOM elements |
If the GDD or task specifies a different engine or approach, follow that instead. Ask the user if unstated.
### 3. Set Up Game Architecture
Create the base structure (skip existing files):
```
src/
game/
config.ts Game configuration (dimensions, physics, debug flags)
main.ts Entry point, Phaser.Game instantiation
scenes/
BootScene.ts Asset preloading, splash screen
MenuScene.ts Main menu, settings, save slot selection
GameScene.ts Primary gameplay scene
UIScene.ts HUD overlay (health, score, inventory)
entities/ Game objects (player, enemies, items, NPCs)
systems/ Core systems (input, physics, audio, save/load)
data/ Static data (levels, dialogues, item definitions)
utils/ Helpers (math, random, collision)
assets/
sprites/ Character and object sprites
tiles/ Tilemap assets
audio/ Sound effects and music
ui/ UI elements and fonts
```
### 4. Build Core Systems (All Modes)
These systems are needed regardless of game mode:
**A. Game Loop and Scene Management**
- Phaser scene lifecycle: `preload()`, `create()`, `update()`
- Scene transitions with optional fade/slide effects
- Pause/resume support
**B. Input Handling**
- Keyboard (WASD/arrows + action keys)
- Mouse/touch (click, drag, tap)
- Gamepad support (optional)
- Input mapping configuration (rebindable keys)
**C. Asset Pipeline**
- Preload all assets in BootScene with progress bar
- Sprite sheets with animations (walk, idle, attack, etc.)
- Tilemap loading (Tiled JSON format)
- Audio sprites for sound effects
**D. Save/Load System**
- LocalStorage for web persistence
- Save slots (at least 3)
- Auto-save at checkpoints or intervals
- Save data structure: player state, world state, quest progress, settings
**E. Audio Manager**
- Background music with crossfade between scenes
- Sound effects with volume control
- Mute/unmute toggle
- Respect user audio preferences
### 5. Build Mode-Specific Systems
#### Adventure Mode
1. **Dialogue Engine**
- Branching dialogue trees (JSON-driven)
- Character portraits and name plates
- Choice buttons with consequence tracking
- Typewriter text effect
- Format: `{ speaker, text, choices: [{ text, next, effects }] }`
2. **Inventory System**
- Grid or list inventory UI
- Item pickup, use, combine, drop
- Key items vs consumables
- Item descriptions and icons
3. **Puzzle System**
- State-based puzzle logic (item + location = solution)
- Visual feedback on interaction (highlight, animate)
- Hint system (progressive hints after N failed attempts)
- Puzzle completion events trigger story progression
4. **Quest/Progress Tracker**
- Active quests with objectives
- Quest log UI
- Quest state: available, active, completed, failed
- Story flags dictionary (tracks world state decisions)
#### Sandbox Mode
1. **World Grid / Chunk System**
- Tile-based world (or chunk-based for large worlds)
- Procedural generation with seed support
- Biomes or zones with distinct tiles and entities
- World boundaries or infinite scrolling
2. **Crafting System**
- Recipe database (JSON-driven)
- Crafting UI: ingredient slots + output preview
- Resource gathering from world objects
- Tool progression (stone -> iron -> diamond)
3. **Building System**
- Place/remove blocks or objects on grid
- Rotation and variant selection
- Blueprint mode (plan before committing resources)
- Structural rules (optional: gravity, support requirements)
4. **Entity Spawning**
- Spawn tables per biome/zone
- Day/night cycle affecting spawns
- Peaceful vs hostile entity behavior
- Population limits per chunk
#### Action Mode
1. **Physics and Collision**
- Arcade physics (Phaser built-in) or Matter.js for complex shapes
- Collision groups: player, enemies, projectiles, environment
- Knockback, gravity, friction tuning
- Platform-specific: one-way platforms, moving platforms
2. **Combat System**
- Health, damage, invincibility frames
- Attack patterns (melee range, projectile, area)
- Enemy AI: patrol, chase, attack states (finite state machine)
- Hit feedback: screen shake, flash, particles
3. **Particle Effects**
- Explosions, dust, sparks, magic effects
- Particle emitter configuration (lifespan, speed, gravity, tint)
- Pool particles for performance
4. **Level Design Support**
- Tiled map integration with object layers
- Spawn points, checkpoints, triggers
- Camera follow with dead zones
- Parallax backgrounds (3+ layers)
#### Educational Mode
1. **Question Engine**
- Multiple question types: multiple choice, drag-and-drop, fill-in, matching
- Question bank (JSON-driven, tagged by topic and difficulty)
- Randomized question selection (avoid repeats)
- Immediate feedback with explanation
2. **Adaptive Difficulty**
- Track correct/incorrect ratio per topic
- Increase difficulty after 3 consecutive correct answers
- Decrease after 2 consecutive wrong answers
- Difficulty levels: easy, medium, hard (mapped to question tags)
3. **Progress Analytics**
- Per-topic mastery percentage
- Session statistics (questions attempted, accuracy, time)
- Progress visualization (charts, stars, badges)
- Parent/teacher dashboard view (optional)
4. **Reward System**
- Points, stars, or XP for correct answers
- Unlockable content (characters, levels, cosmetics)
- Streak bonuses (consecutive correct answers)
- Achievement system with badges
### 6. Polish and Quality
- **Performance:** Target 60fps on mid-range devices. Profile with browser dev tools.
- **Responsive:** Support desktop (1280x720 min) and mobile (portrait + landscape).
- **Accessibility:** Keyboard-navigable menus, colorblind-safe palette options, screen reader support for text-heavy games (adventure/educational).
- **Error handling:** Graceful fallbacks if assets fail to load. Never crash on missing data.
- **Testing:** Manual playthrough of all paths/modes. Edge cases: empty inventory, max score, boundary collisions.
### 7. Definition of Done Checklist
- [ ] Game boots without errors (BootScene -> MenuScene -> GameScene)
- [ ] Core game loop runs at 60fps
- [ ] Player can interact with the game (input handling works)
- [ ] Mode-specific systems functional (per section 5)
- [ ] Save/load works across browser sessions
- [ ] Audio plays correctly (music + SFX)
- [ ] Responsive to at least 2 viewport sizes (desktop + mobile)
- [ ] No console errors during normal gameplay
- [ ] GDD requirements addressed (cross-reference docs/GDD.md)
- [ ] STATE.md updated
## Output Contract
| Field | Value |
|-------|-------|
| **Artifacts** | Game source files (`src/game/`, `src/scenes/`, `src/entities/`), asset pipeline |
| **State Update** | `.claude/project/STATE.md` — mark task complete, log files modified |
| **Handoff Event** | `TASK_COMPLETED` (game feature built) |
## Anti-Patterns
- Never hardcode level data in source files -- use JSON data files
- Never skip the preload phase -- all assets must be loaded before gameplay
- Never use `setInterval` for game timing -- use the engine's update loop
- Never store game state in global variables -- use scene data or a state manager
- Never ignore mobile input -- touch support is required for web games
## Guardrails
- All user-generated content (names, chat) must be sanitized
- No external network calls during gameplay without user consent
- Asset sizes must be reasonable (sprite sheets < 2MB each, total assets < 20MB)
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