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Core game development principles applicable to all platforms. Game loop, design patterns, optimization, and AI fundamentals.

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SKILL.md

name game-development
description Core game development principles applicable to all platforms. Game loop, design patterns, optimization, and AI fundamentals.

Game Development Fundamentals

Core principles for game development across all platforms. Learn to THINK, not memorize engine APIs.


1. Game Loop Principles

The Universal Pattern

Every game has:
1. INPUT → Read player actions
2. UPDATE → Process game logic (fixed timestep)
3. RENDER → Draw the frame (interpolated)

Fixed Timestep Principle

  • Physics/logic updates at fixed rate (e.g., 50Hz)
  • Rendering runs as fast as possible
  • Interpolate between states for smooth visuals

2. Design Pattern Selection

When to Use Each Pattern

Pattern Use When Example
State Machine Discrete states with transitions Player: Idle→Walk→Jump→Attack
Object Pooling Frequent create/destroy Bullets, particles, enemies
Observer/Events Decoupled communication Health→UI, Death→Audio
ECS Many similar entities Thousands of units
Command Replay, undo, networking Input recording, multiplayer
Behavior Tree Complex AI decisions Enemy AI

Selection Principles

  • Start simple (State Machine)
  • Add ECS only if performance demands
  • Use Events for cross-system communication
  • Pool anything spawned frequently

3. Core Systems Design

Input Abstraction

Abstract input into ACTIONS, not keys:
- "jump" → Space, Gamepad A, Touch tap
- "move" → WASD, Left stick, Virtual joystick

Benefits: Multi-platform, rebindable

Collision Strategy

Type Best For
AABB Rectangles, fast
Circle Round objects, cheap
Spatial Hash Many objects, same size
Quadtree Large worlds, varying sizes

Save System

Platform Storage
Web LocalStorage, IndexedDB
Mobile PlayerPrefs, FileAccess
PC JSON/Binary files

4. Performance Principles

Frame Budget (60 FPS = 16.67ms)

System Budget
Input 1ms
Physics 3ms
AI 2ms
Game Logic 4ms
Rendering 5ms
Buffer 1.67ms

Optimization Priority

  1. Algorithm - O(n²) to O(n log n)
  2. Batching - Reduce draw calls
  3. Pooling - Avoid GC spikes
  4. LOD - Detail at distance
  5. Culling - Don't render invisible

Memory Management

  • Pool frequently spawned objects
  • Use sprite atlases
  • Stream large assets
  • Unload unused resources

5. AI Fundamentals

Selection by Complexity

AI Type Complexity Use Case
FSM Simple 3-5 states, predictable
Behavior Tree Medium Modular, designer-friendly
GOAP High Emergent, planning
Utility AI High Scoring-based decisions

Common AI Behaviors

  • Patrol → Move between waypoints
  • Chase → Follow player
  • Attack → Engage when in range
  • Flee → Escape when low health

6. Audio Principles

Audio Categories

Category Behavior
Music Loop, crossfade
SFX One-shot, 3D positioned
UI Immediate, no 3D
Voice Priority, ducking

Best Practices

  • Pool audio sources
  • 3D audio for immersion
  • Duck music during dialogue
  • Preload frequently used sounds

7. Anti-Patterns

❌ Don't ✅ Do
Update everything every frame Use events, dirty flags
Create objects in hot loops Object pooling
SELECT * in game logic Cache references
Optimize without profiling Profile first
Mix input with logic Abstract input layer

8. Sub-Skills Reference

Platform-specific guidance:

  • PC Games → Engine selection, Steam
  • Web Games → Phaser, Three.js, WebGPU
  • Mobile Games → Touch, battery, stores
  • Game Design → GDD, balancing
  • Multiplayer → Networking patterns
  • VR/AR → Immersion, comfort
  • 2D Games → Sprites, tilemaps
  • 3D Games → Meshes, shaders

Remember: Great games come from iteration, not perfection. Prototype fast, then polish.