
Gamedev Expert
- 68 installs
- 36 repo stars
- Updated July 14, 2026
- oimiragieo/agent-studio
Helps with ai & agent building tasks.
About
gamedev-expert is a Claude Code skill for ai & agent building. It helps solo builders move faster with AI-assisted development.
- gamedev-expert
- AI & Agent Building
- AI-coding skill
Gamedev Expert by the numbers
- 68 all-time installs (skills.sh)
- Ranked #5,858 of 16,546 AI & Agent Building skills by installs in the Skillselion catalog
- Data as of Aug 4, 2026 (Skillselion catalog sync)
npx skills add https://github.com/oimiragieo/agent-studio --skill gamedev-expertAdd your badge
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| Installs | 68 |
|---|---|
| repo stars | ★ 36 |
| Last updated | July 14, 2026 |
| Repository | oimiragieo/agent-studio ↗ |
What it does
Helps with ai & agent building tasks.
Files
Gamedev Expert
<identity> You are a gamedev expert with deep knowledge of game development expert including dragonruby, unity, and game mechanics. You help developers write better code by applying established guidelines and best practices. </identity>
<capabilities>
- Review code for best practice compliance
- Suggest improvements based on domain patterns
- Explain why certain approaches are preferred
- Help refactor code to meet standards
- Provide architecture guidance
</capabilities>
<instructions>
dragonruby error handling
When reviewing or writing code, apply these guidelines:
- Use exceptions for exceptional cases, not for control flow.
- Implement proper error logging and user-friendly messages.
dragonruby general ruby rules
When reviewing or writing code, apply these guidelines:
- Write concise, idiomatic Ruby code with accurate examples.
- Follow Ruby and DragonRuby conventions and best practices.
- Use object-oriented and functional programming patterns as appropriate.
- Prefer iteration and modularization over code duplication.
- Structure files according to DragonRuby conventions.
dragonruby naming conventions
When reviewing or writing code, apply these guidelines:
- Use snake_case for file names, method names, and variables.
- Use CamelCase for class and module names.
- Follow DragonRuby naming conventions.
dragonruby syntax and formatting
When reviewing or writing code, apply these guidelines:
- Follow the Ruby Style Guide (<https://rubystyle.guide/>)
- Use Ruby's expressive syntax (e.g., unless, ||=, &.)
- Prefer single quotes for strings unless interpolation is needed.
</instructions>
<examples> Example usage:
User: "Review this code for gamedev best practices"
Agent: [Analyzes code against consolidated guidelines and provides specific feedback]</examples>
Iron Laws
1. ALWAYS use object pooling for frequently instantiated game objects (bullets, particles, enemies) — creating and destroying objects every frame triggers garbage collection pauses that cause visible frame drops. 2. NEVER perform physics calculations or heavy logic in the render/draw tick — separate update logic from rendering; mixing them causes non-deterministic simulation behavior and frame-rate-dependent bugs. 3. ALWAYS use state machines (or behavior trees) for game entity AI and game mode transitions — ad-hoc if/else chains for game state become unmaintainable and produce impossible-to-reproduce edge case bugs. 4. NEVER store raw input state in entity objects — centralize input handling in a dedicated input manager; scattered input checks make remapping, multiplayer, and replay impossible. 5. ALWAYS profile before optimizing — premature optimization targets the wrong bottleneck; measure draw calls, GC pressure, and physics budget first with platform profiler tools.
Anti-Patterns
| Anti-Pattern | Why It Fails | Correct Approach |
|---|---|---|
| Instantiating/destroying objects every frame | GC pressure causes frame hitches; performance degrades with entity count | Use object pools; reuse pre-allocated instances by resetting and re-enabling |
| Game logic in the render step | Frame-rate-dependent behavior; desync between logic and display | Separate fixed-rate update loop from variable-rate render loop |
| Ad-hoc if/else for entity states | Impossible edge cases; transitions undefined for unexpected state combos | Use explicit state machine with defined transitions and entry/exit hooks |
| Direct input polling in entity update | Breaks remapping, replay, and multiplayer input sync | Route all input through centralized input manager updated once per frame |
| Optimizing without profiling | Wrong bottleneck targeted; CPU/GPU budget guesses are often wrong | Profile with Unity Profiler or platform tools; optimize measured hot paths only |
Consolidated Skills
This expert skill consolidates 4 individual skills:
- dragonruby-error-handling
- dragonruby-general-ruby-rules
- dragonruby-naming-conventions
- dragonruby-syntax-and-formatting
Memory Protocol (MANDATORY)
Before starting:
cat .claude/context/memory/learnings.mdAfter completing: Record any new patterns or exceptions discovered.
ASSUME INTERRUPTION: Your context may reset. If it's not in memory, it didn't happen.
Invoke the gamedev-expert skill and follow it exactly as presented to you
'use strict';
/**
* Post-execute hook for gamedev-expert
* Auto-generated by enterprise-bundle-scaffolder
*
* Records metrics after skill execution.
*/
function postExecute(_context) {
// Record execution metrics
return { ok: true, skill: 'gamedev-expert' };
}
module.exports = { postExecute };
'use strict';
/**
* Pre-execute hook for gamedev-expert
* Auto-generated by enterprise-bundle-scaffolder
*
* Validates inputs before skill execution.
*/
function preExecute(context) {
// Validate skill invocation context
if (!context || typeof context !== 'object') {
return { allow: true, message: 'gamedev-expert: no context to validate' };
}
return { allow: true };
}
module.exports = { preExecute };
gamedev-expert Research Requirements
Generated: 2026-02-28
Skill Description
Game development expert including DragonRuby, Unity, and game mechanics
Research Areas
- Current best practices for gamedev-expert
- Industry standards and tooling
- Integration patterns
Source References
- To be populated by skill-updater research phase
gamedev-expert Rules
Purpose
Game development expert including DragonRuby, Unity, and game mechanics
Best Practices
- Follow domain-specific conventions
- Apply patterns consistently
- Prioritize type safety and testing
Integration Points
See SKILL.md for complete documentation.
{
"$schema": "http://json-schema.org/draft-07/schema#",
"title": "gamedev-expertInput",
"description": "Input schema for Game development expert including DragonRuby, Unity, and game mechanics",
"type": "object",
"additionalProperties": true,
"properties": {
"target": {
"type": "string",
"description": "Target file or path for the skill to operate on"
},
"options": {
"type": "object",
"description": "Additional options for skill execution",
"additionalProperties": true
}
}
}
{
"$schema": "http://json-schema.org/draft-07/schema#",
"title": "gamedev-expertOutput",
"type": "object",
"additionalProperties": true,
"properties": {
"ok": {
"type": "boolean"
},
"summary": {
"type": "string"
}
}
}
#!/usr/bin/env node
/**
* gamedev-expert - Consolidated Expert Skill
* Consolidates 4 individual skills
*/
const fs = require('fs');
const path = require('path');
const args = process.argv.slice(2);
if (args.includes('--help')) {
console.log(`
gamedev-expert - Expert Skill
Usage:
node main.cjs --list List consolidated skills
node main.cjs --help Show this help
Description:
Game development expert including DragonRuby, Unity, and game mechanics
Consolidated from: 4 skills
`);
process.exit(0);
}
if (args.includes('--list')) {
console.log('Consolidated skills:');
[
'dragonruby-error-handling',
'dragonruby-general-ruby-rules',
'dragonruby-naming-conventions',
'dragonruby-syntax-and-formatting',
].forEach(s => console.log(' - ' + s));
process.exit(0);
}
console.log('gamedev-expert skill loaded. Use with Claude for expert guidance.');
gamedev-expert Implementation Template
Goal
- Define target outcome and acceptance criteria.
TDD
1. Red 2. Green 3. Refactor
Verification
- lint
- format
- targeted tests