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game-development

Game development orchestrator. Routes to platform-specific skills based on project needs.

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Download vodailocz-kilo-kit-mcp-skills_games_game-development-0448e6c.zip · 17 KB
Part of vodailocz/kilo-kit-mcp — 142 skills

Install

skills CLI npx skills add https://github.com/VoDaiLocz/kilo-kit-mcp/tree/main/skills/games/game-development
Claude Code claude plugin marketplace add https://llmmart.ai/marketplace.json && claude plugin install vodailocz-kilo-kit-mcp@llmmart
Git git clone https://github.com/VoDaiLocz/kilo-kit-mcp.git

The skills CLI installs just this skill, for any of its supported agents. Claude Code installs the whole vodailocz/kilo-kit-mcp collection as a plugin from our marketplace. Git is the plain clone.

Skill manifest

Game Development

Orchestrator skill that provides core principles and routes to specialized sub-skills.


When to Use This Skill

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.


Sub-Skill Routing

Platform Selection

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

Dimension Selection

If the game is... Use Sub-Skill
2D (sprites, tilemaps) game-development/2d-games
3D (meshes, shaders) game-development/3d-games

Specialty Areas

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

Core Principles (All Platforms)

1. The Game Loop

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:

  • Physics/logic: Fixed rate (e.g., 50Hz)
  • Rendering: As fast as possible
  • Interpolate between states for smooth visuals

2. Pattern Selection Matrix

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.


3. Input Abstraction

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.


4. Performance Budget (60 FPS = 16.67ms)

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)

5. AI Selection by Complexity

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

6. Collision Strategy

Type Best For
AABB Rectangles, fast checks
Circle Round objects, cheap
Spatial Hash Many similar-sized objects
Quadtree Large worlds, varying sizes

Anti-Patterns (Universal)

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

Routing Examples

Example 1: "I want to make a browser-based 2D platformer"

→ 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

Example 2: "Mobile puzzle game for iOS and Android"

→ Start with game-development/mobile-games for touch input and stores → Use game-development/game-design for puzzle balancing

Example 3: "Multiplayer VR shooter"

→ 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.

Files (kilo-kit-mcp)
  • 2d-games
    • SKILL.md 2.1 KB
      ---
      name: 2d-games
      description: 2D game development principles. Sprites, tilemaps, physics, camera.
      allowed-tools: Read, Write, Edit, Glob, Grep
      ---
      
      # 2D Game Development
      
      > Principles for 2D game systems.
      
      ---
      
      ## 1. Sprite Systems
      
      ### Sprite Organization
      
      | Component | Purpose |
      |-----------|---------|
      | **Atlas** | Combine textures, reduce draw calls |
      | **Animation** | Frame sequences |
      | **Pivot** | Rotation/scale origin |
      | **Layering** | Z-order control |
      
      ### Animation Principles
      
      - Frame rate: 8-24 FPS typical
      - Squash and stretch for impact
      - Anticipation before action
      - Follow-through after action
      
      ---
      
      ## 2. Tilemap Design
      
      ### Tile Considerations
      
      | Factor | Recommendation |
      |--------|----------------|
      | **Size** | 16x16, 32x32, 64x64 |
      | **Auto-tiling** | Use for terrain |
      | **Collision** | Simplified shapes |
      
      ### Layers
      
      | Layer | Content |
      |-------|---------|
      | Background | Non-interactive scenery |
      | Terrain | Walkable ground |
      | Props | Interactive objects |
      | Foreground | Parallax overlay |
      
      ---
      
      ## 3. 2D Physics
      
      ### Collision Shapes
      
      | Shape | Use Case |
      |-------|----------|
      | Box | Rectangular objects |
      | Circle | Balls, rounded |
      | Capsule | Characters |
      | Polygon | Complex shapes |
      
      ### Physics Considerations
      
      - Pixel-perfect vs physics-based
      - Fixed timestep for consistency
      - Layers for filtering
      
      ---
      
      ## 4. Camera Systems
      
      ### Camera Types
      
      | Type | Use |
      |------|-----|
      | **Follow** | Track player |
      | **Look-ahead** | Anticipate movement |
      | **Multi-target** | Two-player |
      | **Room-based** | Metroidvania |
      
      ### Screen Shake
      
      - Short duration (50-200ms)
      - Diminishing intensity
      - Use sparingly
      
      ---
      
      ## 5. Genre Patterns
      
      ### Platformer
      
      - Coyote time (leniency after edge)
      - Jump buffering
      - Variable jump height
      
      ### Top-down
      
      - 8-directional or free movement
      - Aim-based or auto-aim
      - Consider rotation or not
      
      ---
      
      ## 6. Anti-Patterns
      
      | ❌ Don't | ✅ Do |
      |----------|-------|
      | Separate textures | Use atlases |
      | Complex collision shapes | Simplified collision |
      | Jittery camera | Smooth following |
      | Pixel-perfect on physics | Choose one approach |
      
      ---
      
      > **Remember:** 2D is about clarity. Every pixel should communicate.
      
  • 3d-games
    • SKILL.md 2.5 KB
      ---
      name: 3d-games
      description: 3D game development principles. Rendering, shaders, physics, cameras.
      allowed-tools: Read, Write, Edit, Glob, Grep
      ---
      
      # 3D Game Development
      
      > Principles for 3D game systems.
      
      ---
      
      ## 1. Rendering Pipeline
      
      ### Stages
      
      ```
      1. Vertex Processing → Transform geometry
      2. Rasterization → Convert to pixels
      3. Fragment Processing → Color pixels
      4. Output → To screen
      ```
      
      ### Optimization Principles
      
      | Technique | Purpose |
      |-----------|---------|
      | **Frustum culling** | Don't render off-screen |
      | **Occlusion culling** | Don't render hidden |
      | **LOD** | Less detail at distance |
      | **Batching** | Combine draw calls |
      
      ---
      
      ## 2. Shader Principles
      
      ### Shader Types
      
      | Type | Purpose |
      |------|---------|
      | **Vertex** | Position, normals |
      | **Fragment/Pixel** | Color, lighting |
      | **Compute** | General computation |
      
      ### When to Write Custom Shaders
      
      - Special effects (water, fire, portals)
      - Stylized rendering (toon, sketch)
      - Performance optimization
      - Unique visual identity
      
      ---
      
      ## 3. 3D Physics
      
      ### Collision Shapes
      
      | Shape | Use Case |
      |-------|----------|
      | **Box** | Buildings, crates |
      | **Sphere** | Balls, quick checks |
      | **Capsule** | Characters |
      | **Mesh** | Terrain (expensive) |
      
      ### Principles
      
      - Simple colliders, complex visuals
      - Layer-based filtering
      - Raycasting for line-of-sight
      
      ---
      
      ## 4. Camera Systems
      
      ### Camera Types
      
      | Type | Use |
      |------|-----|
      | **Third-person** | Action, adventure |
      | **First-person** | Immersive, FPS |
      | **Isometric** | Strategy, RPG |
      | **Orbital** | Inspection, editors |
      
      ### Camera Feel
      
      - Smooth following (lerp)
      - Collision avoidance
      - Look-ahead for movement
      - FOV changes for speed
      
      ---
      
      ## 5. Lighting
      
      ### Light Types
      
      | Type | Use |
      |------|-----|
      | **Directional** | Sun, moon |
      | **Point** | Lamps, torches |
      | **Spot** | Flashlight, stage |
      | **Ambient** | Base illumination |
      
      ### Performance Consideration
      
      - Real-time shadows are expensive
      - Bake when possible
      - Shadow cascades for large worlds
      
      ---
      
      ## 6. Level of Detail (LOD)
      
      ### LOD Strategy
      
      | Distance | Model |
      |----------|-------|
      | Near | Full detail |
      | Medium | 50% triangles |
      | Far | 25% or billboard |
      
      ---
      
      ## 7. Anti-Patterns
      
      | ❌ Don't | ✅ Do |
      |----------|-------|
      | Mesh colliders everywhere | Simple shapes |
      | Real-time shadows on mobile | Baked or blob shadows |
      | One LOD for all distances | Distance-based LOD |
      | Unoptimized shaders | Profile and simplify |
      
      ---
      
      > **Remember:** 3D is about illusion. Create the impression of detail, not the detail itself.
      
  • game-art
    • SKILL.md 4.9 KB
      ---
      name: game-art
      description: Game art principles. Visual style selection, asset pipeline, animation workflow.
      allowed-tools: Read, Glob, Grep
      ---
      
      # Game Art Principles
      
      > Visual design thinking for games - style selection, asset pipelines, and art direction.
      
      ---
      
      ## 1. Art Style Selection
      
      ### Decision Tree
      
      ```
      What feeling should the game evoke?
      │
      ├── Nostalgic / Retro
      │   ├── Limited palette? → Pixel Art
      │   └── Hand-drawn feel? → Vector / Flash style
      │
      ├── Realistic / Immersive
      │   ├── High budget? → PBR 3D
      │   └── Stylized realism? → Hand-painted textures
      │
      ├── Approachable / Casual
      │   ├── Clean shapes? → Flat / Minimalist
      │   └── Soft feel? → Gradient / Soft shadows
      │
      └── Unique / Experimental
          └── Define custom style guide
      ```
      
      ### Style Comparison Matrix
      
      | Style | Production Speed | Skill Floor | Scalability | Best For |
      |-------|------------------|-------------|-------------|----------|
      | **Pixel Art** | Medium | Medium | Hard to hire | Indie, retro |
      | **Vector/Flat** | Fast | Low | Easy | Mobile, casual |
      | **Hand-painted** | Slow | High | Medium | Fantasy, stylized |
      | **PBR 3D** | Slow | High | AAA pipeline | Realistic games |
      | **Low-poly** | Fast | Medium | Easy | Indie 3D |
      | **Cel-shaded** | Medium | Medium | Medium | Anime, cartoon |
      
      ---
      
      ## 2. Asset Pipeline Decisions
      
      ### 2D Pipeline
      
      | Phase | Tool Options | Output |
      |-------|--------------|--------|
      | **Concept** | Paper, Procreate, Photoshop | Reference sheet |
      | **Creation** | Aseprite, Photoshop, Krita | Individual sprites |
      | **Atlas** | TexturePacker, Aseprite | Spritesheet |
      | **Animation** | Spine, DragonBones, Frame-by-frame | Animation data |
      | **Integration** | Engine import | Game-ready assets |
      
      ### 3D Pipeline
      
      | Phase | Tool Options | Output |
      |-------|--------------|--------|
      | **Concept** | 2D art, Blockout | Reference |
      | **Modeling** | Blender, Maya, 3ds Max | High-poly mesh |
      | **Retopology** | Blender, ZBrush | Game-ready mesh |
      | **UV/Texturing** | Substance Painter, Blender | Texture maps |
      | **Rigging** | Blender, Maya | Skeletal rig |
      | **Animation** | Blender, Maya, Mixamo | Animation clips |
      | **Export** | FBX, glTF | Engine-ready |
      
      ---
      
      ## 3. Color Theory Decisions
      
      ### Palette Selection
      
      | Goal | Strategy | Example |
      |------|----------|---------|
      | **Harmony** | Complementary or analogous | Nature games |
      | **Contrast** | High saturation differences | Action games |
      | **Mood** | Warm/cool temperature | Horror, cozy |
      | **Readability** | Value contrast over hue | Gameplay clarity |
      
      ### Color Principles
      
      - **Hierarchy:** Important elements should pop
      - **Consistency:** Same object = same color family
      - **Context:** Colors read differently on backgrounds
      - **Accessibility:** Don't rely only on color
      
      ---
      
      ## 4. Animation Principles
      
      ### The 12 Principles (Applied to Games)
      
      | Principle | Game Application |
      |-----------|------------------|
      | **Squash & Stretch** | Jump arcs, impacts |
      | **Anticipation** | Wind-up before attack |
      | **Staging** | Clear silhouettes |
      | **Follow-through** | Hair, capes after movement |
      | **Slow in/out** | Easing on transitions |
      | **Arcs** | Natural movement paths |
      | **Secondary Action** | Breathing, blinking |
      | **Timing** | Frame count = weight/speed |
      | **Exaggeration** | Readable from distance |
      | **Appeal** | Memorable design |
      
      ### Frame Count Guidelines
      
      | Action Type | Typical Frames | Feel |
      |-------------|----------------|------|
      | Idle breathing | 4-8 | Subtle |
      | Walk cycle | 6-12 | Smooth |
      | Run cycle | 4-8 | Energetic |
      | Attack | 3-6 | Snappy |
      | Death | 8-16 | Dramatic |
      
      ---
      
      ## 5. Resolution & Scale Decisions
      
      ### 2D Resolution by Platform
      
      | Platform | Base Resolution | Sprite Scale |
      |----------|-----------------|--------------|
      | Mobile | 1080p | 64-128px characters |
      | Desktop | 1080p-4K | 128-256px characters |
      | Pixel art | 320x180 to 640x360 | 16-32px characters |
      
      ### Consistency Rule
      
      Choose a base unit and stick to it:
      - Pixel art: Work at 1x, scale up (never down)
      - HD art: Define DPI, maintain ratio
      - 3D: 1 unit = 1 meter (industry standard)
      
      ---
      
      ## 6. Asset Organization
      
      ### Naming Convention
      
      ```
      [type]_[object]_[variant]_[state].[ext]
      
      Examples:
      spr_player_idle_01.png
      tex_stone_wall_normal.png
      mesh_tree_oak_lod2.fbx
      ```
      
      ### Folder Structure Principle
      
      ```
      assets/
      ├── characters/
      │   ├── player/
      │   └── enemies/
      ├── environment/
      │   ├── props/
      │   └── tiles/
      ├── ui/
      ├── effects/
      └── audio/
      ```
      
      ---
      
      ## 7. Anti-Patterns
      
      | Don't | Do |
      |-------|-----|
      | Mix art styles randomly | Define and follow style guide |
      | Work at final resolution only | Create at source resolution |
      | Ignore silhouette readability | Test at gameplay distance |
      | Over-detail background | Focus detail on player area |
      | Skip color testing | Test on target display |
      
      ---
      
      > **Remember:** Art serves gameplay. If it doesn't help the player, it's decoration.
      
  • game-audio
    • SKILL.md 5.2 KB
      ---
      name: game-audio
      description: Game audio principles. Sound design, music integration, adaptive audio systems.
      allowed-tools: Read, Glob, Grep
      ---
      
      # Game Audio Principles
      
      > Sound design and music integration for immersive game experiences.
      
      ---
      
      ## 1. Audio Category System
      
      ### Category Definitions
      
      | Category | Behavior | Examples |
      |----------|----------|----------|
      | **Music** | Looping, crossfade, ducking | BGM, combat music |
      | **SFX** | One-shot, 3D positioned | Footsteps, impacts |
      | **Ambient** | Looping, background layer | Wind, crowd, forest |
      | **UI** | Immediate, non-3D | Button clicks, notifications |
      | **Voice** | Priority, ducking trigger | Dialogue, announcer |
      
      ### Priority Hierarchy
      
      ```
      When sounds compete for channels:
      
      1. Voice (highest - always audible)
      2. Player SFX (feedback critical)
      3. Enemy SFX (gameplay important)
      4. Music (mood, but duckable)
      5. Ambient (lowest - can drop)
      ```
      
      ---
      
      ## 2. Sound Design Decisions
      
      ### SFX Creation Approach
      
      | Approach | When to Use | Trade-offs |
      |----------|-------------|------------|
      | **Recording** | Realistic needs | High quality, time intensive |
      | **Synthesis** | Sci-fi, retro, UI | Unique, requires skill |
      | **Library samples** | Fast production | Common sounds, licensing |
      | **Layering** | Complex sounds | Best results, more work |
      
      ### Layering Structure
      
      | Layer | Purpose | Example: Gunshot |
      |-------|---------|------------------|
      | **Attack** | Initial transient | Click, snap |
      | **Body** | Main character | Boom, blast |
      | **Tail** | Decay, room | Reverb, echo |
      | **Sweetener** | Special sauce | Shell casing, mechanical |
      
      ---
      
      ## 3. Music Integration
      
      ### Music State System
      
      ```
      Game State → Music Response
      │
      ├── Menu → Calm, loopable theme
      ├── Exploration → Ambient, atmospheric
      ├── Combat detected → Transition to tension
      ├── Combat engaged → Full battle music
      ├── Victory → Stinger + calm transition
      ├── Defeat → Somber stinger
      └── Boss → Unique, multi-phase track
      ```
      
      ### Transition Techniques
      
      | Technique | Use When | Feel |
      |-----------|----------|------|
      | **Crossfade** | Smooth mood shift | Gradual |
      | **Stinger** | Immediate event | Dramatic |
      | **Stem mixing** | Dynamic intensity | Seamless |
      | **Beat-synced** | Rhythmic gameplay | Musical |
      | **Queue point** | Next natural break | Clean |
      
      ---
      
      ## 4. Adaptive Audio Decisions
      
      ### Intensity Parameters
      
      | Parameter | Affects | Example |
      |-----------|---------|---------|
      | **Threat level** | Music intensity | Enemy count |
      | **Health** | Filter, reverb | Low health = muffled |
      | **Speed** | Tempo, energy | Racing speed |
      | **Environment** | Reverb, EQ | Cave vs outdoor |
      | **Time of day** | Mood, volume | Night = quieter |
      
      ### Vertical vs Horizontal
      
      | System | What Changes | Best For |
      |--------|--------------|----------|
      | **Vertical (layers)** | Add/remove instrument layers | Intensity scaling |
      | **Horizontal (segments)** | Different music sections | State changes |
      | **Combined** | Both | AAA adaptive scores |
      
      ---
      
      ## 5. 3D Audio Decisions
      
      ### Spatialization
      
      | Element | 3D Positioned? | Reason |
      |---------|----------------|--------|
      | Player footsteps | No (or subtle) | Always audible |
      | Enemy footsteps | Yes | Directional awareness |
      | Gunfire | Yes | Combat awareness |
      | Music | No | Mood, non-diegetic |
      | Ambient zone | Yes (area) | Environmental |
      | UI sounds | No | Interface feedback |
      
      ### Distance Behavior
      
      | Distance | Sound Behavior |
      |----------|----------------|
      | **Near** | Full volume, full frequency |
      | **Medium** | Volume falloff, high-freq rolloff |
      | **Far** | Low volume, low-pass filter |
      | **Max** | Silent or ambient hint |
      
      ---
      
      ## 6. Platform Considerations
      
      ### Format Selection
      
      | Platform | Recommended Format | Reason |
      |----------|-------------------|--------|
      | PC | OGG Vorbis, WAV | Quality, no licensing |
      | Console | Platform-specific | Certification |
      | Mobile | MP3, AAC | Size, compatibility |
      | Web | WebM/Opus, MP3 fallback | Browser support |
      
      ### Memory Budget
      
      | Game Type | Audio Budget | Strategy |
      |-----------|--------------|----------|
      | Mobile casual | 10-50 MB | Compressed, fewer variants |
      | PC indie | 100-500 MB | Quality focus |
      | AAA | 1+ GB | Full quality, many variants |
      
      ---
      
      ## 7. Mix Hierarchy
      
      ### Volume Balance Reference
      
      | Category | Relative Level | Notes |
      |----------|----------------|-------|
      | **Voice** | 0 dB (reference) | Always clear |
      | **Player SFX** | -3 to -6 dB | Prominent but not harsh |
      | **Music** | -6 to -12 dB | Foundation, ducks for voice |
      | **Enemy SFX** | -6 to -9 dB | Important but not dominant |
      | **Ambient** | -12 to -18 dB | Subtle background |
      
      ### Ducking Rules
      
      | When | Duck What | Amount |
      |------|-----------|--------|
      | Voice plays | Music, Ambient | -6 to -9 dB |
      | Explosion | All except explosion | Brief duck |
      | Menu open | Gameplay audio | -3 to -6 dB |
      
      ---
      
      ## 8. Anti-Patterns
      
      | Don't | Do |
      |-------|-----|
      | Play same sound repeatedly | Use variations (3-5 per sound) |
      | Max volume everything | Use proper mix hierarchy |
      | Ignore silence | Silence creates contrast |
      | One music track loops forever | Provide variety, transitions |
      | Skip audio in prototype | Placeholder audio matters |
      
      ---
      
      > **Remember:** 50% of the game experience is audio. A muted game loses half its soul.
      
  • game-design
    • SKILL.md 2.6 KB
      ---
      name: game-design
      description: Game design principles. GDD structure, balancing, player psychology, progression.
      allowed-tools: Read, Glob, Grep
      ---
      
      # Game Design Principles
      
      > Design thinking for engaging games.
      
      ---
      
      ## 1. Core Loop Design
      
      ### The 30-Second Test
      
      ```
      Every game needs a fun 30-second loop:
      1. ACTION → Player does something
      2. FEEDBACK → Game responds
      3. REWARD → Player feels good
      4. REPEAT
      ```
      
      ### Loop Examples
      
      | Genre | Core Loop |
      |-------|-----------|
      | Platformer | Run → Jump → Land → Collect |
      | Shooter | Aim → Shoot → Kill → Loot |
      | Puzzle | Observe → Think → Solve → Advance |
      | RPG | Explore → Fight → Level → Gear |
      
      ---
      
      ## 2. Game Design Document (GDD)
      
      ### Essential Sections
      
      | Section | Content |
      |---------|---------|
      | **Pitch** | One-sentence description |
      | **Core Loop** | 30-second gameplay |
      | **Mechanics** | How systems work |
      | **Progression** | How player advances |
      | **Art Style** | Visual direction |
      | **Audio** | Sound direction |
      
      ### Principles
      
      - Keep it living (update regularly)
      - Visuals help communicate
      - Less is more (start small)
      
      ---
      
      ## 3. Player Psychology
      
      ### Motivation Types
      
      | Type | Driven By |
      |------|-----------|
      | **Achiever** | Goals, completion |
      | **Explorer** | Discovery, secrets |
      | **Socializer** | Interaction, community |
      | **Killer** | Competition, dominance |
      
      ### Reward Schedules
      
      | Schedule | Effect | Use |
      |----------|--------|-----|
      | **Fixed** | Predictable | Milestone rewards |
      | **Variable** | Addictive | Loot drops |
      | **Ratio** | Effort-based | Grind games |
      
      ---
      
      ## 4. Difficulty Balancing
      
      ### Flow State
      
      ```
      Too Hard → Frustration → Quit
      Too Easy → Boredom → Quit
      Just Right → Flow → Engagement
      ```
      
      ### Balancing Strategies
      
      | Strategy | How |
      |----------|-----|
      | **Dynamic** | Adjust to player skill |
      | **Selection** | Let player choose |
      | **Accessibility** | Options for all |
      
      ---
      
      ## 5. Progression Design
      
      ### Progression Types
      
      | Type | Example |
      |------|---------|
      | **Skill** | Player gets better |
      | **Power** | Character gets stronger |
      | **Content** | New areas unlock |
      | **Story** | Narrative advances |
      
      ### Pacing Principles
      
      - Early wins (hook quickly)
      - Gradually increase challenge
      - Rest beats between intensity
      - Meaningful choices
      
      ---
      
      ## 6. Anti-Patterns
      
      | ❌ Don't | ✅ Do |
      |----------|-------|
      | Design in isolation | Playtest constantly |
      | Polish before fun | Prototype first |
      | Force one way to play | Allow player expression |
      | Punish excessively | Reward progress |
      
      ---
      
      > **Remember:** Fun is discovered through iteration, not designed on paper.
      
  • mobile-games
    • SKILL.md 2.2 KB
      ---
      name: mobile-games
      description: Mobile game development principles. Touch input, battery, performance, app stores.
      allowed-tools: Read, Write, Edit, Glob, Grep
      ---
      
      # Mobile Game Development
      
      > Platform constraints and optimization principles.
      
      ---
      
      ## 1. Platform Considerations
      
      ### Key Constraints
      
      | Constraint | Strategy |
      |------------|----------|
      | **Touch input** | Large hit areas, gestures |
      | **Battery** | Limit CPU/GPU usage |
      | **Thermal** | Throttle when hot |
      | **Screen size** | Responsive UI |
      | **Interruptions** | Pause on background |
      
      ---
      
      ## 2. Touch Input Principles
      
      ### Touch vs Controller
      
      | Touch | Desktop/Console |
      |-------|-----------------|
      | Imprecise | Precise |
      | Occludes screen | No occlusion |
      | Limited buttons | Many buttons |
      | Gestures available | Buttons/sticks |
      
      ### Best Practices
      
      - Minimum touch target: 44x44 points
      - Visual feedback on touch
      - Avoid precise timing requirements
      - Support both portrait and landscape
      
      ---
      
      ## 3. Performance Targets
      
      ### Thermal Management
      
      | Action | Trigger |
      |--------|---------|
      | Reduce quality | Device warm |
      | Limit FPS | Device hot |
      | Pause effects | Critical temp |
      
      ### Battery Optimization
      
      - 30 FPS often sufficient
      - Sleep when paused
      - Minimize GPS/network
      - Dark mode saves OLED battery
      
      ---
      
      ## 4. App Store Requirements
      
      ### iOS (App Store)
      
      | Requirement | Note |
      |-------------|------|
      | Privacy labels | Required |
      | Account deletion | If account creation exists |
      | Screenshots | For all device sizes |
      
      ### Android (Google Play)
      
      | Requirement | Note |
      |-------------|------|
      | Target API | Current year's SDK |
      | 64-bit | Required |
      | App bundles | Recommended |
      
      ---
      
      ## 5. Monetization Models
      
      | Model | Best For |
      |-------|----------|
      | **Premium** | Quality games, loyal audience |
      | **Free + IAP** | Casual, progression-based |
      | **Ads** | Hyper-casual, high volume |
      | **Subscription** | Content updates, multiplayer |
      
      ---
      
      ## 6. Anti-Patterns
      
      | ❌ Don't | ✅ Do |
      |----------|-------|
      | Desktop controls on mobile | Design for touch |
      | Ignore battery drain | Monitor thermals |
      | Force landscape | Support player preference |
      | Always-on network | Cache and sync |
      
      ---
      
      > **Remember:** Mobile is the most constrained platform. Respect battery and attention.
      
  • multiplayer
    • SKILL.md 2.7 KB
      ---
      name: multiplayer
      description: Multiplayer game development principles. Architecture, networking, synchronization.
      allowed-tools: Read, Write, Edit, Glob, Grep, Bash
      ---
      
      # Multiplayer Game Development
      
      > Networking architecture and synchronization principles.
      
      ---
      
      ## 1. Architecture Selection
      
      ### Decision Tree
      
      ```
      What type of multiplayer?
      │
      ├── Competitive / Real-time
      │   └── Dedicated Server (authoritative)
      │
      ├── Cooperative / Casual
      │   └── Host-based (one player is server)
      │
      ├── Turn-based
      │   └── Client-server (simple)
      │
      └── Massive (MMO)
          └── Distributed servers
      ```
      
      ### Comparison
      
      | Architecture | Latency | Cost | Security |
      |--------------|---------|------|----------|
      | **Dedicated** | Low | High | Strong |
      | **P2P** | Variable | Low | Weak |
      | **Host-based** | Medium | Low | Medium |
      
      ---
      
      ## 2. Synchronization Principles
      
      ### State vs Input
      
      | Approach | Sync What | Best For |
      |----------|-----------|----------|
      | **State Sync** | Game state | Simple, few objects |
      | **Input Sync** | Player inputs | Action games |
      | **Hybrid** | Both | Most games |
      
      ### Lag Compensation
      
      | Technique | Purpose |
      |-----------|---------|
      | **Prediction** | Client predicts server |
      | **Interpolation** | Smooth remote players |
      | **Reconciliation** | Fix mispredictions |
      | **Lag compensation** | Rewind for hit detection |
      
      ---
      
      ## 3. Network Optimization
      
      ### Bandwidth Reduction
      
      | Technique | Savings |
      |-----------|---------|
      | **Delta compression** | Send only changes |
      | **Quantization** | Reduce precision |
      | **Priority** | Important data first |
      | **Area of interest** | Only nearby entities |
      
      ### Update Rates
      
      | Type | Rate |
      |------|------|
      | Position | 20-60 Hz |
      | Health | On change |
      | Inventory | On change |
      | Chat | On send |
      
      ---
      
      ## 4. Security Principles
      
      ### Server Authority
      
      ```
      Client: "I hit the enemy"
      Server: Validate → did projectile actually hit?
               → was player in valid state?
               → was timing possible?
      ```
      
      ### Anti-Cheat
      
      | Cheat | Prevention |
      |-------|------------|
      | Speed hack | Server validates movement |
      | Aimbot | Server validates sight line |
      | Item dupe | Server owns inventory |
      | Wall hack | Don't send hidden data |
      
      ---
      
      ## 5. Matchmaking
      
      ### Considerations
      
      | Factor | Impact |
      |--------|--------|
      | **Skill** | Fair matches |
      | **Latency** | Playable connection |
      | **Wait time** | Player patience |
      | **Party size** | Group play |
      
      ---
      
      ## 6. Anti-Patterns
      
      | ❌ Don't | ✅ Do |
      |----------|-------|
      | Trust the client | Server is authority |
      | Send everything | Send only necessary |
      | Ignore latency | Design for 100-200ms |
      | Sync exact positions | Interpolate/predict |
      
      ---
      
      > **Remember:** Never trust the client. The server is the source of truth.
      
  • pc-games
    • SKILL.md 2.9 KB
      ---
      name: pc-games
      description: PC and console game development principles. Engine selection, platform features, optimization strategies.
      allowed-tools: Read, Write, Edit, Glob, Grep
      ---
      
      # PC/Console Game Development
      
      > Engine selection and platform-specific principles.
      
      ---
      
      ## 1. Engine Selection
      
      ### Decision Tree
      
      ```
      What are you building?
      │
      ├── 2D Game
      │   ├── Open source important? → Godot
      │   └── Large team/assets? → Unity
      │
      ├── 3D Game
      │   ├── AAA visual quality? → Unreal
      │   ├── Cross-platform priority? → Unity
      │   └── Indie/open source? → Godot 4
      │
      └── Specific Needs
          ├── DOTS performance? → Unity
          ├── Nanite/Lumen? → Unreal
          └── Lightweight? → Godot
      ```
      
      ### Comparison
      
      | Factor | Unity 6 | Godot 4 | Unreal 5 |
      |--------|---------|---------|----------|
      | 2D | Good | Excellent | Limited |
      | 3D | Good | Good | Excellent |
      | Learning | Medium | Easy | Hard |
      | Cost | Revenue share | Free | 5% after $1M |
      | Team | Any | Solo-Medium | Medium-Large |
      
      ---
      
      ## 2. Platform Features
      
      ### Steam Integration
      
      | Feature | Purpose |
      |---------|---------|
      | Achievements | Player goals |
      | Cloud Saves | Cross-device progress |
      | Leaderboards | Competition |
      | Workshop | User mods |
      | Rich Presence | Show in-game status |
      
      ### Console Requirements
      
      | Platform | Certification |
      |----------|--------------|
      | PlayStation | TRC compliance |
      | Xbox | XR compliance |
      | Nintendo | Lotcheck |
      
      ---
      
      ## 3. Controller Support
      
      ### Input Abstraction
      
      ```
      Map ACTIONS, not buttons:
      - "confirm" → A (Xbox), Cross (PS), B (Nintendo)
      - "cancel" → B (Xbox), Circle (PS), A (Nintendo)
      ```
      
      ### Haptic Feedback
      
      | Intensity | Use |
      |-----------|-----|
      | Light | UI feedback |
      | Medium | Impacts |
      | Heavy | Major events |
      
      ---
      
      ## 4. Performance Optimization
      
      ### Profiling First
      
      | Engine | Tool |
      |--------|------|
      | Unity | Profiler Window |
      | Godot | Debugger → Profiler |
      | Unreal | Unreal Insights |
      
      ### Common Bottlenecks
      
      | Bottleneck | Solution |
      |------------|----------|
      | Draw calls | Batching, atlases |
      | GC spikes | Object pooling |
      | Physics | Simpler colliders |
      | Shaders | LOD shaders |
      
      ---
      
      ## 5. Engine-Specific Principles
      
      ### Unity 6
      
      - DOTS for performance-critical systems
      - Burst compiler for hot paths
      - Addressables for asset streaming
      
      ### Godot 4
      
      - GDScript for rapid iteration
      - C# for complex logic
      - Signals for decoupling
      
      ### Unreal 5
      
      - Blueprint for designers
      - C++ for performance
      - Nanite for high-poly environments
      - Lumen for dynamic lighting
      
      ---
      
      ## 6. Anti-Patterns
      
      | ❌ Don't | ✅ Do |
      |----------|-------|
      | Choose engine by hype | Choose by project needs |
      | Ignore platform guidelines | Study certification requirements |
      | Hardcode input buttons | Abstract to actions |
      | Skip profiling | Profile early and often |
      
      ---
      
      > **Remember:** Engine is a tool. Master the principles, then adapt to any engine.
      
  • vr-ar
    • SKILL.md 2.3 KB
      ---
      name: vr-ar
      description: VR/AR development principles. Comfort, interaction, performance requirements.
      allowed-tools: Read, Write, Edit, Glob, Grep
      ---
      
      # VR/AR Development
      
      > Immersive experience principles.
      
      ---
      
      ## 1. Platform Selection
      
      ### VR Platforms
      
      | Platform | Use Case |
      |----------|----------|
      | **Quest** | Standalone, wireless |
      | **PCVR** | High fidelity |
      | **PSVR** | Console market |
      | **WebXR** | Browser-based |
      
      ### AR Platforms
      
      | Platform | Use Case |
      |----------|----------|
      | **ARKit** | iOS devices |
      | **ARCore** | Android devices |
      | **WebXR** | Browser AR |
      | **HoloLens** | Enterprise |
      
      ---
      
      ## 2. Comfort Principles
      
      ### Motion Sickness Prevention
      
      | Cause | Solution |
      |-------|----------|
      | **Locomotion** | Teleport, snap turn |
      | **Low FPS** | Maintain 90 FPS |
      | **Camera shake** | Avoid or minimize |
      | **Rapid acceleration** | Gradual movement |
      
      ### Comfort Settings
      
      - Vignette during movement
      - Snap vs smooth turning
      - Seated vs standing modes
      - Height calibration
      
      ---
      
      ## 3. Performance Requirements
      
      ### Target Metrics
      
      | Platform | FPS | Resolution |
      |----------|-----|------------|
      | Quest 2 | 72-90 | 1832x1920 |
      | Quest 3 | 90-120 | 2064x2208 |
      | PCVR | 90 | 2160x2160+ |
      | PSVR2 | 90-120 | 2000x2040 |
      
      ### Frame Budget
      
      - VR requires consistent frame times
      - Single dropped frame = visible judder
      - 90 FPS = 11.11ms budget
      
      ---
      
      ## 4. Interaction Principles
      
      ### Controller Interaction
      
      | Type | Use |
      |------|-----|
      | **Point + click** | UI, distant objects |
      | **Grab** | Manipulation |
      | **Gesture** | Magic, special actions |
      | **Physical** | Throwing, swinging |
      
      ### Hand Tracking
      
      - More immersive but less precise
      - Good for: social, casual
      - Challenging for: action, precision
      
      ---
      
      ## 5. Spatial Design
      
      ### World Scale
      
      - 1 unit = 1 meter (critical)
      - Objects must feel right size
      - Test with real measurements
      
      ### Depth Cues
      
      | Cue | Importance |
      |-----|------------|
      | Stereo | Primary depth |
      | Motion parallax | Secondary |
      | Shadows | Grounding |
      | Occlusion | Layering |
      
      ---
      
      ## 6. Anti-Patterns
      
      | ❌ Don't | ✅ Do |
      |----------|-------|
      | Move camera without player | Player controls camera |
      | Drop below 90 FPS | Maintain frame rate |
      | Use tiny UI text | Large, readable text |
      | Ignore arm length | Scale to player reach |
      
      ---
      
      > **Remember:** Comfort is not optional. Sick players don't play.
      
  • web-games
    • SKILL.md 3 KB
      ---
      name: web-games
      description: Web browser game development principles. Framework selection, WebGPU, optimization, PWA.
      allowed-tools: Read, Write, Edit, Glob, Grep
      ---
      
      # Web Browser Game Development
      
      > Framework selection and browser-specific principles.
      
      ---
      
      ## 1. Framework Selection
      
      ### Decision Tree
      
      ```
      What type of game?
      │
      ├── 2D Game
      │   ├── Full game engine features? → Phaser
      │   └── Raw rendering power? → PixiJS
      │
      ├── 3D Game
      │   ├── Full engine (physics, XR)? → Babylon.js
      │   └── Rendering focused? → Three.js
      │
      └── Hybrid / Canvas
          └── Custom → Raw Canvas/WebGL
      ```
      
      ### Comparison (2025)
      
      | Framework | Type | Best For |
      |-----------|------|----------|
      | **Phaser 4** | 2D | Full game features |
      | **PixiJS 8** | 2D | Rendering, UI |
      | **Three.js** | 3D | Visualizations, lightweight |
      | **Babylon.js 7** | 3D | Full engine, XR |
      
      ---
      
      ## 2. WebGPU Adoption
      
      ### Browser Support (2025)
      
      | Browser | Support |
      |---------|---------|
      | Chrome | ✅ Since v113 |
      | Edge | ✅ Since v113 |
      | Firefox | ✅ Since v131 |
      | Safari | ✅ Since 18.0 |
      | **Total** | **~73%** global |
      
      ### Decision
      
      - **New projects**: Use WebGPU with WebGL fallback
      - **Legacy support**: Start with WebGL
      - **Feature detection**: Check `navigator.gpu`
      
      ---
      
      ## 3. Performance Principles
      
      ### Browser Constraints
      
      | Constraint | Strategy |
      |------------|----------|
      | No local file access | Asset bundling, CDN |
      | Tab throttling | Pause when hidden |
      | Mobile data limits | Compress assets |
      | Audio autoplay | Require user interaction |
      
      ### Optimization Priority
      
      1. **Asset compression** - KTX2, Draco, WebP
      2. **Lazy loading** - Load on demand
      3. **Object pooling** - Avoid GC
      4. **Draw call batching** - Reduce state changes
      5. **Web Workers** - Offload heavy computation
      
      ---
      
      ## 4. Asset Strategy
      
      ### Compression Formats
      
      | Type | Format |
      |------|--------|
      | Textures | KTX2 + Basis Universal |
      | Audio | WebM/Opus (fallback: MP3) |
      | 3D Models | glTF + Draco/Meshopt |
      
      ### Loading Strategy
      
      | Phase | Load |
      |-------|------|
      | Startup | Core assets, <2MB |
      | Gameplay | Stream on demand |
      | Background | Prefetch next level |
      
      ---
      
      ## 5. PWA for Games
      
      ### Benefits
      
      - Offline play
      - Install to home screen
      - Full screen mode
      - Push notifications
      
      ### Requirements
      
      - Service worker for caching
      - Web app manifest
      - HTTPS
      
      ---
      
      ## 6. Audio Handling
      
      ### Browser Requirements
      
      - Audio context requires user interaction
      - Create AudioContext on first click/tap
      - Resume context if suspended
      
      ### Best Practices
      
      - Use Web Audio API
      - Pool audio sources
      - Preload common sounds
      - Compress with WebM/Opus
      
      ---
      
      ## 7. Anti-Patterns
      
      | ❌ Don't | ✅ Do |
      |----------|-------|
      | Load all assets upfront | Progressive loading |
      | Ignore tab visibility | Pause when hidden |
      | Block on audio load | Lazy load audio |
      | Skip compression | Compress everything |
      | Assume fast connection | Handle slow networks |
      
      ---
      
      > **Remember:** Browser is the most accessible platform. Respect its constraints.
      
  • SKILL.md 4.6 KB
    ---
    name: game-development
    description: Game development orchestrator. Routes to platform-specific skills based on project needs.
    allowed-tools: Read, Write, Edit, Glob, Grep, Bash
    ---
    
    # Game Development
    
    > **Orchestrator skill** that provides core principles and routes to specialized sub-skills.
    
    ---
    
    ## When to Use This Skill
    
    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.
    
    ---
    
    ## Sub-Skill Routing
    
    ### Platform Selection
    
    | 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` |
    
    ### Dimension Selection
    
    | If the game is... | Use Sub-Skill |
    |-------------------|---------------|
    | 2D (sprites, tilemaps) | `game-development/2d-games` |
    | 3D (meshes, shaders) | `game-development/3d-games` |
    
    ### Specialty Areas
    
    | 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` |
    
    ---
    
    ## Core Principles (All Platforms)
    
    ### 1. The Game Loop
    
    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:**
    - Physics/logic: Fixed rate (e.g., 50Hz)
    - Rendering: As fast as possible
    - Interpolate between states for smooth visuals
    
    ---
    
    ### 2. Pattern Selection Matrix
    
    | 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.
    
    ---
    
    ### 3. Input Abstraction
    
    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.
    
    ---
    
    ### 4. Performance Budget (60 FPS = 16.67ms)
    
    | 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)
    
    ---
    
    ### 5. AI Selection by Complexity
    
    | 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 |
    
    ---
    
    ### 6. Collision Strategy
    
    | Type | Best For |
    |------|----------|
    | **AABB** | Rectangles, fast checks |
    | **Circle** | Round objects, cheap |
    | **Spatial Hash** | Many similar-sized objects |
    | **Quadtree** | Large worlds, varying sizes |
    
    ---
    
    ## Anti-Patterns (Universal)
    
    | 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 |
    
    ---
    
    ## Routing Examples
    
    ### Example 1: "I want to make a browser-based 2D platformer"
    → 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
    
    ### Example 2: "Mobile puzzle game for iOS and Android"
    → Start with `game-development/mobile-games` for touch input and stores
    → Use `game-development/game-design` for puzzle balancing
    
    ### Example 3: "Multiplayer VR shooter"
    → `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.
    

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