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game-studio

Skill2 starsChanged 28 days agoApache-2.0View on GitHub

Orchestrates a complete virtual game development studio pipeline using Gemini 4 Argon and Antigravity. Guides GDD (Game Design Document) drafting, core loop mechanics, sprint planning, procedural world building, audio synthesis, and multi-department review. Use when designing, architecting, building, or playtesting 2D/3D games from scratch.

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We split this skill into the rules it gives an agent

4 rules. 0 are common, 3 are distinctive, and 1 is very specific to this project.

  • 0

    Common

    Most of the 6 edited versions we read keep these.

  • 3

    Distinctive

    This author's own choices. Worth a look.

  • 1

    Very specific

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  • Common
  • Distinctive
  • Very specific
  1. Distinctive:

    Before writing code, the studio establishes the game's foundation:

    line 45
  2. Very specific:

    Every project begins with a structured GDD stored in docs/gdd/<title>.md:

    line 51
  3. Distinctive:

    Before certifying release, the studio conducts a multi-lens review:

    line 76
  4. Distinctive:

    When building games in Antigravity, delegate according to department expertise:

    line 105

“Common” is measured: kept by at least 6 in 10 of the 6 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.

Keep what fits and drop the rest. Your version, ready for your agents.
Files
SKILL.md

Game Studio Orchestrator (game-studio)

The Game Studio Orchestrator transforms Google Antigravity and Gemini into an autonomous multi-role game development studio (inspired by studio hierarchies like Claude-Code-Game-Studios and elevated with Gemini 4 Argon's spatial reasoning). It coordinates creative vision, engine programming, procedural world generation, audio synthesis, and quality assurance into a disciplined production pipeline.


🏛️ Virtual Game Studio Organizational Hierarchy

flowchart TD
    Director["👑 Game Director / Producer\n(Guards Vision, GDD, Milestones & Greenlights)"]
    
    subgraph CreativeDept["Creative & Design Track"]
        Director --> Designer["📐 Lead Game Designer\n(Core Loops, Economy, Mechanics, Pacing)"]
        Director --> Narrative["📜 Narrative Designer\n(Lore, Dialogue, Environmental Storytelling)"]
    end

    subgraph EngineeringDept["Engineering & Physics Track"]
        Director --> TechLead["💻 Spatial Game Architect\n(Three.js, WebGPU, Rapier/Cannon, 60 FPS Engine)"]
        TechLead --> Physics["⚙️ Physics & Gameplay Programmer\n(Controllers, Decoupled Loops, Collisions)"]
    end

    subgraph ArtAudioDept["Art, World & Sensory Track"]
        Director --> TechArtist["🎨 Procedural World Builder\n(Algorithmic Meshes, Vertex Colors, Instanced Shaders)"]
        Director --> SoundLead["🎵 Audio Synthesizer\n(Web Audio API SFX, Dynamic Ambient Music)"]
    end

    subgraph QADept["QA & Polish Track"]
        Director --> QALead["🧪 QA & Balance Playtester\n(Playability, Difficulty Curve, Frame Profiling)"]
        QALead --> VisualCritic["👁️ Visual Critique Loop\n(Multimodal Frame Auditing & Refinement)"]
    end

📋 The 5-Phase Studio Production Lifecycle

Phase 0: High Concept & Pitch Matrix

Before writing code, the studio establishes the game's foundation:

  • One-Sentence Hook: What makes this game immediately compelling?
  • The 3 Core Pillars: Non-negotiable design principles that every feature must support.
  • Target Emotion: What should the player feel? (e.g., Kinetic momentum, claustrophobic dread, puzzle mastery).

Phase 1: Game Design Document (GDD) Standardization

Every project begins with a structured GDD stored in docs/gdd/<title>.md:

  1. High Concept & Core Hook
  2. Core Gameplay Loop: Action -> Feedback -> Reward -> Progression
  3. Mechanics & Controls Specification: Primary inputs (WASD, Mouse, Touch), velocities, jump curves, acceleration.
  4. World & Level Architecture: Spatial scale, boundaries, obstacles, collectible placement.
  5. Aesthetic Direction: Color palette, lighting atmosphere, shader effects, camera perspective.
  6. Audio Landscape: Ambient soundscapes, interactive SFX cues, dynamic musical cues.
  7. Technical Specifications: Frame rate target (60 FPS), draw call ceiling ($< 100$), memory disposal rules.

Phase 2: Technical Sandbox & Physics Greybox

The spatial-game-architect constructs a playable greybox:

  • Decoupled fixed-timestep loop (60Hz physics accumulator).
  • Player controller with responsive input handling.
  • Placeholder bounding boxes and collision volumes.

Phase 3: Procedural Assets & World Synthesis

The studio avoids multi-megabyte 3D downloads by leveraging procedural synthesis:

  • argon-procedural-asset-generator: Algorithmic terrain heightmaps, vertex-colored meshes, and InstancedMesh scattering.
  • Procedural canvas textures and custom GLSL/TSL shaders.

Phase 4: Procedural Audio & Sensory Feedback

The studio equips the game with rich sensory feedback:

  • game-audio-synthesizer: Pure Web Audio API procedural synthesis for lasers, jumps, explosions, coin chimes, and ambient music without external audio files.

Phase 5: Studio Critique & Gold Master Gate

Before certifying release, the studio conducts a multi-lens review:

  • Design Review: Is the core loop intuitive within the first 5 seconds?
  • Visual Critique: argon-visual-critique-loop audits camera framing, lighting contrast, and shadow acne.
  • Performance Audit: Does the game maintain $\ge 60\text{ FPS}$ with zero WebGL memory leaks?

🛠️ CLI Studio Workflow

Everything Gemini provides native CLI commands to orchestrate your studio:

# 1. Draft a complete Game Design Document (GDD)
everything-gemini game-studio gdd "neon-drifter"

# 2. Generate a phased milestone sprint plan
everything-gemini game-studio plan "neon-drifter"

# 3. Audit game codebase against 60 FPS budgets and memory disposal
everything-gemini game-studio audit

# 4. Initialize a complete playable 3D game template
everything-gemini game-studio init desk-racer

🎮 Subagent Delegation Cheat-Sheet

When building games in Antigravity, delegate according to department expertise:

Department TaskAssigned Subagent / SkillKey Deliverables
Vision & Productiongame-directorComprehensive GDD, Milestone tracking, Release sign-off.
Engine & Scene Graphspatial-game-architectThree.js / WebGPU renderer, camera rigs, post-processing.
Physics & Controllerargon-3d-game-engineFixed 60Hz physics loop, arcade controller, collision matrix.
Procedural Assetsargon-procedural-asset-generatorTerrain meshes, low-poly vehicles, procedural textures.
Audio & SFXgame-audio-synthesizerWeb Audio API procedural sound effects & background music.
Visual QAargon-visual-critique-loopCanvas snapshot critique, shadow bias, PBR material tuning.
Automated Playtestingbrowser-qaAutomated browser navigation, keypress simulation, WebP capture.

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