
Game Development
- 3.5k installs
- 44k repo stars
- Updated July 27, 2026
- sickn33/antigravity-awesome-skills
game-development is an orchestrator skill that routes game projects to platform-specific sub-skills using shared loop, pattern, and performance principles.
About
game-development is an orchestrator skill that teaches universal game dev principles and routes to specialized sub-skills by platform, dimension, and specialty. Platform routing sends web HTML5 WebGL targets to game-development/web-games, mobile iOS Android to mobile-games, PC Steam desktop to pc-games, and VR AR headsets to vr-ar. Dimension routing picks 2d-games for sprites and tilemaps or 3d-games for meshes and shaders. Specialty routing covers game-design for GDD and balancing, multiplayer for networking, game-art for assets and animation, and game-audio for sound. Core principles apply everywhere: the INPUT UPDATE RENDER loop with fixed timestep physics and interpolated rendering, a pattern matrix from state machines through ECS and behavior trees, input abstracted into actions not raw keys, a 60 FPS 16.67ms performance budget by system, AI selection from FSM to GOAP by complexity, and collision strategies from AABB through quadtrees. Anti-patterns warn against per-frame updates of everything, hot-loop allocations, optimizing without profiling, and mixing input with logic. Routing examples chain sub-skills for browser 2D platformers, mobile puzzles, and multiplayer VR shoote.
- Orchestrator routes to web-games, mobile-games, pc-games, vr-ar, 2d-games, and 3d-games sub-skills.
- Universal INPUT UPDATE RENDER loop with fixed timestep physics and interpolated rendering.
- Pattern matrix: state machine, object pooling, observer, ECS, command, and behavior trees.
- 60 FPS budget table allocates milliseconds across input, physics, AI, logic, rendering, and buffer.
- Input abstraction maps jump and move actions across keyboard, gamepad, and touch.
Game Development by the numbers
- 3,469 all-time installs (skills.sh)
- +74 installs in the week ending Jul 28, 2026 (Skillselion tracking)
- Ranked #12 of 247 Game Development skills by installs in the Skillselion catalog
- Security screen: LOW risk (skills.sh audit)
- Data as of Jul 28, 2026 (Skillselion catalog sync)
game-development capabilities & compatibility
- Capabilities
- platform and dimension sub skill routing · universal game loop and timestep guidance · pattern selection matrix and anti patterns · input abstraction across devices · 60 fps performance budget by system
- Works with
- unity · blender
- Use cases
- orchestration · planning
What game-development says it does
Start with State Machine. Add ECS only when performance demands.
npx skills add https://github.com/sickn33/antigravity-awesome-skills --skill game-developmentAdd your badge
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| Installs | 3.5k |
|---|---|
| repo stars | ★ 44k |
| Security audit | 3 / 3 scanners passed |
| Last updated | July 27, 2026 |
| Repository | sickn33/antigravity-awesome-skills ↗ |
Which game development sub-skill should I use for a 2D browser platformer, mobile puzzle, or multiplayer VR project?
Route game projects to platform-specific sub-skills using core loop, pattern, and performance principles as an orchestrator.
Who is it for?
Game projects needing platform and dimension routing before diving into web, mobile, PC, VR, 2D, or 3D implementation guides.
Skip if: Skip when you need deep implementation detail without routing; open the specific sub-skill such as web-games or multiplayer directly.
When should I use this skill?
User works on a game project and needs platform selection, game loop basics, pattern choice, or sub-skill routing for 2D, 3D, or multiplayer scope.
What you get
A routed sub-skill path plus applicable core principles for game loop, patterns, input abstraction, performance budget, and collision strategy.
- routed sub-skill selection
- core game-development guidance
By the numbers
- Community skill dated 2026-02-27 in the repository metadata
Files
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.
When to Use
This skill is applicable to execute the workflow or actions described in the overview.
Limitations
- Use this skill only when the task clearly matches the scope described above.
- Do not treat the output as a substitute for environment-specific validation, testing, or expert review.
- Stop and ask for clarification if required inputs, permissions, safety boundaries, or success criteria are missing.
Related skills
Forks & variants (2)
Game Development has 2 known copies in the catalog totaling 586 installs. They canonicalize to this original listing.
How it compares
Start with game-development for platform routing; jump directly to a platform sub-skill when the engine and deployment target are already decided.
FAQ
How does game-development pick a sub-skill?
Platform tables route web, mobile, PC, and VR targets; separate tables pick 2D versus 3D and design, multiplayer, art, or audio specialties.
What performance budget does game-development document?
A 60 FPS 16.67ms frame budget split across input, physics, AI, game logic, rendering, and a buffer slice.
When should I add ECS over a state machine?
Start with a state machine; add ECS only when performance demands thousands of similar entities per the decision rule.
Is Game Development safe to install?
skills.sh reports 3 of 3 security scanners passed. Review the Security Audits panel on this page before installing in production.