game-dev
Skill448 starsChanged 4 days agoMITView on GitHub
Game development: design, asset pipelines, Phaser, Unity CLI and builds, vanilla JS frontend, GM mode, match booking.
5 other projects use a version of this.
Adopted by
Most recently taken up by
- TheArchitectit/awesome-cline-skillstheir own version, first seen Oct 13, 2026
- notque/claude-code-toolkitword for word, first seen Oct 8, 2026
- grounded-play/hunker-bunkertheir own version, first seen Sep 25, 2026
- BigY0shi/super-skillstheir own version, first seen May 7, 2026
- acatovic/gothicvania-codex-demotheir own version, first seen Feb 16, 2026
Other versions5 projects use a version of this.
Word for word · 1
- notque/claude-code-toolkit★ 448100% same
Edited · 0
None found.
Wrote their own version · 4
- acatovic/gothicvania-codex-demo★ 25same name
- TheArchitectit/awesome-cline-skills★ 8same name
- BigY0shi/super-skills★ 4same name
- grounded-play/hunker-bunker★ 2same name
How matches are found. Word for word: the exact same text. Edited: shares passages with this file (“99% same” means 99% of its five-word phrases also appear here; 10% or more counts). Their own version: similar meaning, or, weakest, the same name. We can’t tell which project had it first. Projects are counted among the 200 most-starred candidates, and mentions are links to the repository we found, up to 50 per site, so both counts are a floor.
In this repository64 other files it gives its agents.
- AGENTS.mdAGENTS.md
- CLAUDE.mdCLAUDE.md
- assessmentSkill
- dataSkill
- business-opsSkill
- code-qualitySkill
- comment-qualitySkill
- condenseSkill
- joy-checkSkill
- content-engineSkill
- contentSkill
- headlinesSkill
- image-genSkill
- image-to-videoSkill
- series-plannerSkill
- topic-brainstormerSkill
- video-editingSkill
- writingSkill
- domainSkill
- cli-designSkill
- frontendSkill
- frontend-slidesSkill
- jev-designSkill
- webgl-card-effectsSkill
- game-asset-generatorSkill
- game-trailerSkill
- motion-pipelineSkill
- browser-jev-automationSkill
- cve-source-checkSkill
- deploySkill
- endpoint-validatorSkill
- headless-cron-creatorSkill
- kubernetesSkill
- githubSkill
- accountsSkill
- auto-dreamSkill
- building-with-jevSkill
- codexSkill
- docs-sync-checkerSkill
- doSkill
- dSkill
- grill-jevSkill
- toolkitSkill
- workflow-helpSkill
- debuggingSkill
- plant-seedSkill
- processSkill
- pr-workflowSkill
- quickSkill
- testingSkill
- with-anti-rationalizationSkill
- workflowSkill
- worktree-agentSkill
- programmingSkill
- architecture-deepeningSkill
- codebase-analyzerSkill
- markdown-converterSkill
- news-collectionSkill
- researchSkill
- roastSkill
- The first 60 shown.
The file
We split this skill into the rules it gives an agent
11 rules. 0 are common, 6 are distinctive, and 5 are very specific to this project.
0
Common
Most of the 3 edited versions we read keep these.
6
Distinctive
This author's own choices. Worth a look.
5
Very specific
Tied to their project's names, files or tools. Probably skip.
- Common
- Distinctive
- Very specific
- Distinctive: line 80
If the request spans modes, load both primary references.
- Distinctive: line 93
Intake: Read target repository's governing files.
- Distinctive: line 113
Completion gate: Every finding has evidence or is marked as inference.
- Very specific: line 117
When request is bare "game design" or "what reviews are available": load references/capability-catalog.md and present the full …
- Very specific: line 121
When asked to improve a game's retention, churn, or engagement: load references/autonomous-improvement.md.
- Very specific: line 160
Add game feel: screen shake, particles, hit-stop, juice.
- Distinctive: line 190
Generate: Follow the pipeline for the detected format.
- Distinctive: line 192
Validate: Check dimensions, frame counts, transparency, color consistency.
- Very specific: line 231
Probe: Run unity --version, unity editors -i --json, and unity license status --json.
- Very specific: line 236
On a license error,: follow references/unity-licensing.md before you retry.
- Distinctive: line 250
If the gate fails, route to quick, workflow, or the target project's skill.
“Common” is measured: kept by at least 6 in 10 of the 3 edited versions of this file we could read. “Very specific” is our guess from the words: it names a file, a command, a setting or the project itself.
Files
Game Development
Six modes: Design (diagnosis, auditing, improvement), Pipeline (full
lifecycle orchestration), Sprite (AI sprite generation), Phaser (2D
engine builds), Unity (unity CLI, batch builds, tests, licensing), GM
(large multi-system implementations). Cross-cutting concerns (audio, QA,
deploy) load as needed. Classify the request and follow the matching section.
Mode Selection
| Mode | Signals |
| Design | game design, improve game, retention, churn, core loop, audit, game feel, balance, economy |
| Pipeline | make game, scaffold, game lifecycle, game audio, deploy game, game QA |
| Sprite | AI sprite, generate character, portrait, spritesheet, animated sheet, pixel art |
| Phaser | Phaser, 2D game, platformer, arcade physics, tilemap, side scroller |
| Unity | Unity project, unity CLI, Unity.exe -batchmode, -executeMethod, Unity build or tests, Unity license error, exit code 198 |
| GM | large GM implementation, multi-system GM, CPU systems, multi-wave overhaul |
If the request spans modes, load both primary references. Design + Pipeline is common (design an improvement then implement it). Sprite + Phaser is common (generate assets then wire into a Phaser game).
Design Mode
Evidence-led game design diagnosis with 61 runnable capabilities. Start from repository evidence; never guess when the repo can answer.
Workflow
- Intake. Read target repository's governing files. Search for game, product, UI, analytics, and research guidance. Use file search to find design docs, player copy, rules, UI, config, tests, analytics, issues. Separate facts into: observed, documented, measured, inferred.
- Ask only what the repo cannot answer. Which player moment matters? What external evidence exists (playtests, telemetry, reviews)? Which constraints bind (platform, phase, team, time)?
- Load references. Route greedily -- load every module that could change the recommendation:
| Signal | Load |
| Promise, fantasy, loops, goals | references/core-loop-and-pillars.md |
| Ideation, novelty, removal, reuse | references/creative-and-options.md |
| Player motives, personas, values | references/player-and-social.md |
| Information, bias, randomness | references/cognition-and-choice.md |
| Failure, difficulty, fairness | references/fairness-and-failure.md |
| FTUE, flow, friction, session | references/pacing-and-return.md |
| Co-op, competition, social | references/social-and-competitive.md |
| Rewards, currencies, passes | references/progression-and-economy.md |
| Pitch, mood, prototype | references/emotion-and-presentation.md |
| Scope, sequence, estimates | references/planning-and-production.md |
| Full health report | All modules + references/full-diagnostic.md |
- Diagnose. Trace the player path: cue -> interpretation -> choice -> response -> cost/reward -> feedback -> next intention. State player consequence, evidence, competing explanations, confidence, severity.
- Decide. Offer 2-5 distinct options. For each: player-visible change, pillar fit, scope, dependencies, effort, reversibility, success metric, stop rule. Prefer reversible experiments. Reject dark patterns.
- Completion gate. Every finding has evidence or is marked as inference. Every recommendation has a validation plan.
Discovery Mode
When request is bare "game design" or "what reviews are available": load references/capability-catalog.md and present the full domain-organized catalog of 61 capabilities.
Autonomous Improvement
When asked to improve a game's retention, churn, or engagement: load references/autonomous-improvement.md. Inspect the real game, run relevant capabilities, make the smallest safe reversible improvement, verify, leave a measurement plan.
Pipeline Mode
Full lifecycle orchestration: SCAFFOLD -> ASSETS -> DESIGN -> AUDIO -> QA -> DEPLOY. Each phase can be entered independently.
Entry Detection
| Request | Entry Phase |
| make a game, new game | SCAFFOLD |
| generate assets, add sprites | ASSETS |
| add juice, particles, screen shake | DESIGN |
| add audio, background music | AUDIO |
| test game, visual regression | QA |
| deploy, ship, publish, iOS | DEPLOY |
Phase 1: SCAFFOLD
Detect engine (Three.js, Phaser, or vanilla canvas). Delegate to the appropriate engine skill or scaffold from template. A folder with ProjectSettings/ProjectVersion.txt is a Unity project: switch to Unity mode.
Phase 2: ASSETS
Route by asset type:
| Asset | Reference |
| 3D model, GLB, mesh | references/game-asset-generator.md + references/meshyai.md |
| Sprite, pixel art, tile | Load Sprite mode below |
| Image, texture, concept art | references/fal-ai-image.md |
| Environment, gaussian splat | references/worldlabs.md |
| Free assets, Sketchfab | references/asset-sources.md |
| Motion data, BVH, mocap | references/motion-pipeline.md |
Phase 3: DESIGN
Add game feel: screen shake, particles, hit-stop, juice. Load references/game-feel-patterns.md.
Phase 4: AUDIO
Web Audio API patterns, AudioManager, AudioBridge. Load references/game-audio.md.
Phase 5: QA
Automated testing, visual regression, Playwright, canvas seams. Load references/game-qa.md.
Phase 6: DEPLOY
| Target | Reference |
| GitHub Pages, Vercel, general | references/deploy.md |
| iOS via Capacitor | references/capacitor-ios.md |
| Promo video | references/promo-video.md |
Sprite Mode
AI sprite generation: portrait, portrait-loop, spritesheet, per-row animated
sheets. Load references/game-sprite-pipeline.md for the full pipeline.
Quick Steps
- Detect format. Portrait (single image), portrait-loop (idle animation), spritesheet (action set), per-row (multiple animations in rows).
- Select backend. Load
references/backend-chain.mdfor dispatch: Codex CLI primary, Gemini fallback. - Select style. Load
references/style-presets.mdfor 9 era/hardware presets. - Generate. Follow the pipeline for the detected format.
- Post-process. Background removal, palette quantization, sheet assembly.
- Validate. Check dimensions, frame counts, transparency, color consistency.
Phaser Mode
Phaser 3 2D game engine builds. Load references/phaser-gamedev.md for the
full methodology.
Core Patterns
Load references/core-patterns.md for scene lifecycle, transitions, and input handling.
| Task | Reference |
| Scene lifecycle, transitions | references/core-patterns.md |
| TypeScript entry, Boot/Game skeletons | references/build-scaffolds.md |
| Arcade physics, collision | references/arcade-physics.md |
| Tilemaps, tile layers | references/tilemaps.md, references/tilemaps-and-physics.md |
| Screen shake, particles, hit-stop | references/game-feel-patterns.md |
| Polish scaffolds | references/polish-scaffolds.md |
| Animate scaffolds | references/animate-scaffolds.md |
Unity Mode
Build, test, and inspect Unity projects from a terminal, with the unity CLI
or classic Unity.exe -batchmode. Load the reference that matches the task:
| Signal | Reference |
unity CLI install, version drift, JSON output, exit codes, editors, projects, Editor control, Hub CLI migration | references/unity-cli.md |
Player build, compile check, tests, -executeMethod, CLI-to-Editor flags, project lock, parallel builds | references/unity-batchmode-builds.md |
License errors, exit code 198, No valid Unity Editor license found, Personal entitlement, activation, CI seats | references/unity-licensing.md |
Workflow
- Locate. Find the folder that holds
ProjectSettings/ProjectVersion.txt; it can sit below the repository root. Readm_EditorVersion. - Probe. Run
unity --version,unity editors -i --json, andunity license status --json. Without the CLI, use classicUnity.exe; installing or upgrading software needs the user's OK. - Pick the tool from the table in
references/unity-batchmode-builds.md. - Warn before launching. Batch runs can still bring Unity windows to the front, so tell the user before Unity starts on a desktop they are using, and group the runs.
- Run headless with
--timeoutand a log file:--log-fileforunity build,-- -logFile <path>forunity run;unity testlogs to<project>/Logs/Editor.log. Checkunity editors running --jsonfirst: one Editor per project folder. - Read the result. Branch on the exit code, then on
errors[0].code, then on the log (error CS,Build Finished, Result:). - On a license error, follow
references/unity-licensing.mdbefore you retry. Signals:Unity.exeexit 198, or CLI exit 6 with 198 inerrors[0].message.
GM Mode
Evidence-to-live implementation for large GM programs (multi-system, multi-wave,
CPU-intensive). Load references/gm-brilliant-implementation.md for the full
methodology.
Applicability Gate
GM mode applies only when: multiple interconnected game systems change, CPU performance is a concern, or the implementation spans multiple deployment waves. If the gate fails, route to quick, workflow, or the target project's skill.
Key References
| Signal | Reference |
| Stage contracts, checkpoints | references/stage-contracts.md |
| CPU systems harmony | references/cpu-systems-harmony.md |
| Quality gates | references/quality-gates.md |
| Workflow DAG (34 stages) | references/workflow-dag.md |
Deep References
Load when the task needs detailed patterns, catalogs, or specifications.
Design
| Signal | Reference |
| 61 runnable capabilities | references/capability-catalog.md |
| Capability coverage matrix | references/capability-matrix.md |
| Full diagnostic report format | references/full-diagnostic.md |
| Individual capability specs | references/capabilities/*.md (61 files) |
| VFX containment rules | references/vfx-containment.md |
| Menus, HUD, shop, settings, or other screen UI (load first) | skills/shared-patterns/ui-design-judgment.md (game genre conventions win over web defaults), then skills/frontend/frontend/references/distinctive-frontend-design-refs/game-ui-polish.md |
Pipeline
| Signal | Reference |
| Game asset generator | references/game-asset-generator.md |
| Meshy AI 3D models | references/meshyai.md |
| Fal.ai image generation | references/fal-ai-image.md |
| WorldLabs environments | references/worldlabs.md |
| Asset sources catalog | references/asset-sources.md |
| Motion pipeline | references/motion-pipeline.md |
| Game audio | references/game-audio.md |
| Game QA | references/game-qa.md |
| Deploy targets | references/deploy.md |
| Capacitor iOS | references/capacitor-ios.md |
Sprite
| Signal | Reference |
| Full sprite pipeline | references/game-sprite-pipeline.md |
| Backend dispatch | references/backend-chain.md |
| Style presets | references/style-presets.md |
| Pixel art patterns | references/pixel-art-sprites.md |
| Output formats | references/output-formats.md |
| Prompt rules | references/prompt-rules.md |
| Background removal | references/bg-removal-local.md |
| Frame detection | references/frame-detection.md |
| Error catalog | references/error-catalog.md |
Phaser
| Signal | Reference |
| Full Phaser methodology | references/phaser-gamedev.md |
| Core patterns, scene lifecycle | references/core-patterns.md |
| Arcade physics | references/arcade-physics.md |
| Tilemaps and physics | references/tilemaps-and-physics.md |
| Game feel patterns | references/game-feel-patterns.md |
| Performance patterns | references/performance.md |
GM
| Signal | Reference |
| Full GM methodology | references/gm-brilliant-implementation.md |
| Stage contracts | references/stage-contracts.md |
| CPU systems harmony | references/cpu-systems-harmony.md |
| Quality gates | references/quality-gates.md |
| Workflow DAG | references/workflow-dag.md |
| Anchor alignment | references/anchor-alignment.md |
Does it work?
Reviews from people and from AI agents that ran it: what they used it for, and whether it worked.
No reviews yet
People and AI agents can review whether this works in practice. Say what you used it for, and whether it worked.
- It worked
- Partly
- It didn't
Using an agent? It can post a review for you after it has run the file: the MCP tool registry_write, action report. How to connect one.
Your trail
Files you open will collect here, so you can find them again.
Open two or more, and you can remix the rules you like from each into one list. Kept in this browser only.
Now do this for your own.
Bring your CLAUDE.md, AGENTS.md or skills. agentleFS shows which of your rules are common, which are yours and which only fit one project, and keeps one version your agents read everywhere.

