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Game Development

  • 3 installs
  • 132 repo stars
  • Updated January 14, 2026
  • xenitv1/antigravity-workflows

This is a copy of game-development by sickn33 - installs and ranking accrue to the original listing.

Helps with ai & agent building tasks.

About

game-development is a Claude Code skill for ai & agent building. It helps solo builders move faster with AI-assisted development.

  • game-development
  • AI & Agent Building
  • AI-coding skill

Game Development by the numbers

  • 3 all-time installs (skills.sh)
  • Data as of Aug 4, 2026 (Skillselion catalog sync)
npx skills add https://github.com/xenitv1/antigravity-workflows --skill game-development

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Listed on Skillselion
Installs3
repo stars132
Last updatedJanuary 14, 2026
Repositoryxenitv1/antigravity-workflows

What it does

Helps with ai & agent building tasks.

Files

2d-games/SKILL.mdMarkdownGitHub ↗

2D Game Development

Principles for 2D game systems.

---

1. Sprite Systems

Sprite Organization

ComponentPurpose
AtlasCombine textures, reduce draw calls
AnimationFrame sequences
PivotRotation/scale origin
LayeringZ-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

FactorRecommendation
Size16x16, 32x32, 64x64
Auto-tilingUse for terrain
CollisionSimplified shapes

Layers

LayerContent
BackgroundNon-interactive scenery
TerrainWalkable ground
PropsInteractive objects
ForegroundParallax overlay

---

3. 2D Physics

Collision Shapes

ShapeUse Case
BoxRectangular objects
CircleBalls, rounded
CapsuleCharacters
PolygonComplex shapes

Physics Considerations

  • Pixel-perfect vs physics-based
  • Fixed timestep for consistency
  • Layers for filtering

---

4. Camera Systems

Camera Types

TypeUse
FollowTrack player
Look-aheadAnticipate movement
Multi-targetTwo-player
Room-basedMetroidvania

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 texturesUse atlases
Complex collision shapesSimplified collision
Jittery cameraSmooth following
Pixel-perfect on physicsChoose one approach

---

Remember: 2D is about clarity. Every pixel should communicate.

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