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Game dev

Skill BigY0shi/super-skills/skills/game-dev

Full-stack game development AI covering 13 specialist skills across 2D/3D games, Unity, game design, art direction, audio, multiplayer networking, mobile, PC/console, web browser games, VR/AR, and Minecraft plugin development. Use for Unity C# scripting, game loop design, sprite systems, tilemaps, physics, 3D rendering, shaders, HDRP/URP, GDD documents, player psychology, core loop design, balancing, asset pipeline, sound design, adaptive audio, multiplayer architecture, mobile touch input, iOS/Android deployment, web games with Phaser and WebGPU, VR/AR development, and Bukkit/Spigot/Paper Minecraft plugins. Trigger keywords: game, Unity, Godot, Unreal, 2D, 3D, sprite, tilemap, shader, HDRP, URP, game design, GDD, player psychology, core loop, balancing, game art, pixel art, animation, sound design, FMOD, Wwise, multiplayer, netcode, rollback, mobile game, touch input, iOS game, Android game, web game, Phaser, WebGPU, VR, AR, Quest, XR, Minecraft, Bukkit, Spigot, Paper, plugin.From its SKILL.md

Install
npx -y skills add BigY0shi/super-skills --skill game-dev

Assembled from the repository path, not quoted from the project. Check it against their README if it does not work.

One thing to look at

  • 2 stars2 stars. Stars are a popularity signal and not a quality one, but at this level it is likely that nobody has read this closely except its author, and you would be relying on your own review.

SKILL.md

3.9 KB, as published. Nobody here has run it

Game Dev

A complete, modular game development AI covering the full game creation lifecycle โ€” from design and art direction to platform-specific engineering, multiplayer networking, and audio.


How to Use This Skill

  1. Identify the task category from the routing table below
  2. Load the matching sub-skill from references/skills-catalog.md
  3. Execute following the sub-skill's workflow

Quick Routing Table

๐ŸŽฎ Platform / Target

TargetLoad
Web browser (HTML5, WebGL, Phaser, Three.js, WebGPU)web-games
Mobile (iOS, Android โ€” Unity, Godot, or native)mobile-games
PC or console (Steam, desktop, Xbox, PlayStation)pc-games
VR or AR headsets (Quest, PCVR, ARKit, ARCore)vr-ar

๐Ÿ”ท Dimension

DimensionLoad
2D game โ€” sprites, tilemaps, physics, camera, animation2d-games
3D game โ€” rendering pipeline, shaders, cameras, physics, LOD3d-games

๐Ÿ› ๏ธ Engine

Engine/PlatformLoad
Unity (C#, URP/HDRP, cross-platform deployment, multi-agent orchestration)unity-developer
Minecraft server plugin (Bukkit, Spigot, Paper, Brigadier commands)minecraft-bukkit-pro

๐ŸŽจ Design & Creative

TaskLoad
Game Design Document (GDD), core loop design, player psychology, balancinggame-design
Art style selection, asset pipeline, sprite sheets, animation workflowgame-art
Sound design, music integration, adaptive audio, FMOD/Wwisegame-audio

๐ŸŒ Multiplayer

TaskLoad
Multiplayer architecture, netcode, synchronization, lag compensationmultiplayer

Loading Sub-Skills

All sub-skill instructions are in references/skills-catalog.md.

game-dev/
โ”œโ”€โ”€ SKILL.md                      โ† You are here (routing hub)
โ””โ”€โ”€ references/
    โ””โ”€โ”€ skills-catalog.md         โ† Full instructions for all skills

Always read the relevant section of skills-catalog.md before executing any task.


Universal Game Dev Standards

Fun first โ€” Every technical decision serves the player experience. If optimization kills the feel, find a different optimization.

Profile before optimizing โ€” Never guess at bottlenecks. CPU/GPU profilers tell the truth; intuition doesn't.

Design the 30-second loop first โ€” If the core loop isn't fun in 30 seconds, no amount of content will save it.

Playtest relentlessly โ€” You are not your player. Watch real people play without helping them.

Scope ruthlessly โ€” Finished small game > unfinished ambitious game. Cut features, not quality.

Data-driven balancing โ€” Instrument everything. Session length, death locations, level completion rates โ€” data reveals what feels unfair.

Keep looking

Skills are one crate of 627,801. Ordering is by how many stacks a row turns up in, so the top of any crate is what has actually been picked rather than what has the most stars.