game-studio
Route early browser-game work. Use when the user needs stack selection and workflow planning across design, implementation, assets, and playtesting before moving to a specialist skill.
Best use case
game-studio is best used when you need a repeatable AI agent workflow instead of a one-off prompt.
Route early browser-game work. Use when the user needs stack selection and workflow planning across design, implementation, assets, and playtesting before moving to a specialist skill.
Teams using game-studio 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-studio/SKILL.mdinside your project - Restart your AI agent — it will auto-discover the skill
How game-studio Compares
| Feature / Agent | game-studio | 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?
Route early browser-game work. Use when the user needs stack selection and workflow planning across design, implementation, assets, and playtesting before moving to a specialist skill.
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
# Game Studio ## Overview Use this skill as the umbrella entrypoint for browser-game work. Default to a 2D Phaser path unless the user explicitly asks for 3D, Three.js, React Three Fiber, shader-heavy rendering, or another WebGL-first direction. This plugin is intentionally asymmetric: - 2D is the strongest execution path in v1. - 3D has one opinionated default ecosystem: vanilla Three.js for plain TypeScript or Vite apps, React Three Fiber for React-hosted 3D apps, and GLB or glTF 2.0 as the default shipping asset format. - Shared architecture, UI, and playtest practices apply to both. ## Use This Skill When - the user is still choosing a stack - the request spans multiple domains such as runtime, UI, asset pipeline, and QA - the user says "help me build a game" without naming the implementation path ## Do Not Stay Here When - the runtime is clearly plain Three.js - the runtime is clearly React Three Fiber - the task is clearly a shipped-asset problem - the task is clearly frontend-only or QA-only Once the intent is clear, route to the most specific specialist skill and continue from there. ## Routing Rules 1. Classify the request before designing or coding: - `2D default`: Phaser, sprites, tilemaps, top-down, side-view, grid tactics, action platformers. - `3D + plain TS/Vite`: imperative scene control, engine-like loops, non-React apps, direct Three.js work. - `3D + React`: React-hosted product surfaces, declarative scene composition, shared React state, UI-heavy 3D apps. - `3D asset pipeline`: GLB, glTF, texture packaging, compression, LOD, runtime asset size. - `Alternative engine`: Babylon.js or PlayCanvas requests, usually as comparison or ecosystem fit questions. - `Shared`: core loop design, frontend direction, save/debug/perf boundaries, browser QA. 2. Route to the specialist skills immediately after classification: - Shared architecture and engine choice: `../web-game-foundations/SKILL.md` - Deep 2D implementation: `../phaser-2d-game/SKILL.md` - Vanilla Three.js implementation: `../three-webgl-game/SKILL.md` - React-hosted 3D implementation: `../react-three-fiber-game/SKILL.md` - 3D asset shipping and optimization: `../web-3d-asset-pipeline/SKILL.md` - HUD and menu direction: `../game-ui-frontend/SKILL.md` - 2D sprite generation and normalization: `../sprite-pipeline/SKILL.md` - Browser QA and visual review: `../game-playtest/SKILL.md` 3. Keep one coherent plan across the routed skills. Do not let engine, UI, asset, and QA decisions drift apart. ## Default Workflow 1. Lock the game fantasy and player verbs. 2. Define the core loop, failure states, progression, and target play session length. 3. Choose the implementation track: - Default to Phaser for 2D browser games. - Choose vanilla Three.js when the project is explicitly 3D and wants direct render-loop control in a plain TypeScript or Vite app. - Choose React Three Fiber when the project already lives in React or wants declarative scene composition with shared React state. - Choose raw WebGL only when the user explicitly wants a custom renderer or shader-first surface. 4. Define the UI surface early. Browser games usually need a DOM HUD and menu layer even when the playfield is canvas or WebGL. - For 3D starter scaffolds, default to a low-chrome HUD that preserves the playfield and keeps secondary panels collapsed. 5. Decide the asset workflow: - 2D characters and effects: use `sprite-pipeline`. - 3D models, textures, and shipping format: use `web-3d-asset-pipeline`. 6. Close with a playtest loop before calling the work production-ready. ## Output Expectations - For planning requests, return a game-specific plan with stack choice, gameplay loop, UI surface, asset workflow, and test approach. - For implementation requests, keep the chosen stack obvious in the file structure and code boundaries. - For mixed requests, preserve the plugin default: 2D Phaser first unless the user asks for something else. - When the user asks about Babylon.js or PlayCanvas, compare them honestly but keep Three.js and R3F as the primary code-generation defaults unless the user explicitly chooses another engine. ## References - Engine selection: `../../references/engine-selection.md` - Three.js stack: `../../references/threejs-stack.md` - React Three Fiber stack: `../../references/react-three-fiber-stack.md` - 3D asset pipeline: `../../references/web-3d-asset-pipeline.md` - Vanilla Three.js starter: `../../references/threejs-vanilla-starter.md` - React Three Fiber starter: `../../references/react-three-fiber-starter.md` - Frontend prompting patterns: `../../references/frontend-prompts.md` - Playtest checklist: `../../references/playtest-checklist.md` ## Examples - "Help me prototype a browser tactics game." - "I need a Phaser-based action game loop with a HUD and menus." - "I want a Three.js exploration demo with WebGL lighting and browser-safe UI." - "I want a React-based 3D configurator with React Three Fiber." - "Optimize my GLB assets for the web and keep the file sizes under control." - "Set up the asset workflow for consistent 2D sprite animations."
Related Skills
web-game-foundations
Set browser-game architecture before implementation. Use when the user needs engine choice, simulation and render boundaries, input model, asset organization, or save/debug/performance strategy.
three-webgl-game
Implement browser-game runtimes with plain Three.js. Use when the user wants imperative scene control in TypeScript or Vite with GLB assets, loaders, physics, and low-level WebGL debugging.
react-three-fiber-game
Build React-hosted 3D browser games with React Three Fiber. Use when the user wants pmndrs-based scene composition, shared React state, and 3D HUD integration inside a React app.
phaser-2d-game
Implement 2D browser games with Phaser. Use when the user wants a Phaser, TypeScript, and Vite stack for scenes, gameplay systems, cameras, sprite animation, and DOM-overlay HUD patterns.
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Design UI surfaces for browser games. Use when the user asks for HUDs, menus, overlays, responsive layouts, or visual direction that must protect the playfield.
game-playtest
Run browser-game playtests and frontend QA. Use when the user asks for smoke tests, screenshot-based verification, browser automation, HUD or overlay review, or structured issue-finding in a browser game.
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