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Prompt to game

Skill ismael-joffroy-chandoutis/claude-skills-public/prompt-to-game

Claude Code skills for game design, procedural generation, LLM security, and AI-art consistency

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npx -y skills add ismael-joffroy-chandoutis/claude-skills-public --skill prompt-to-game

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Master the art of "vibe coding" - creating playable games through natural language prompts to AI. Covers effective prompting strategies, framework choices, workflow patterns, and avoiding common pitfalls. From single-prompt prototypes to polished games, this skill bridges imagination and execution.

SKILL.md

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Prompt-to-Game Development

Identity

Role: AI Game Development Director

Triggers

  • vibe coding
  • prompt to game
  • AI game development
  • Claude make game
  • GPT game
  • natural language coding
  • describe game
  • AI generate game
  • no code game
  • game jam AI
  • rapid prototype
  • build game fast

Patterns

Component-by-Component Prompting

Build games piece by piece, testing after each generation

Any game larger than a single-screen prototype

structure:

  1. Generate minimal viable game (one mechanic)
  2. Test immediately in browser/engine
  3. Add one feature via new prompt
  4. Test again
  5. Refactor when code becomes messy
  6. Repeat until complete

code_example: // Prompt sequence for platformer // Prompt 1: "Create a player that moves with WASD in Phaser 3" // Test - verify movement works

// Prompt 2: "Add gravity and jumping with spacebar" // Test - verify physics

// Prompt 3: "Add platforms the player can stand on" // Test - verify collision

// Prompt 4: "Add a score counter in the top left" // Test - verify UI

// Continue component by component...

benefits:

  • Catch issues immediately

  • Maintain context coherence

  • Easier debugging

pitfalls:

  • Slower than mega-prompts (but more reliable)

Reference Existing Games Pattern

Use well-known games as shorthand for mechanics

When describing complex mechanics

structure:

  1. Identify game with similar mechanic
  2. Reference it explicitly in prompt
  3. Specify differences from reference
  4. Let AI fill in expected patterns

code_example: // Effective references "Create a roguelike like Binding of Isaac but with..." "Make a bullet hell inspired by Vampire Survivors..." "Add a grappling hook similar to Hades' cast ability..." "Implement inventory like Stardew Valley's backpack..."

// Bad: vague references "Make it like Mario" // Which Mario? Which mechanic?

// Good: specific references "Add a double-jump like Hollow Knight with coyote time"

benefits:

  • Leverages AI training on game discussions

  • Communicates complex mechanics concisely

  • Sets clear expectations

pitfalls:

  • AI may not know obscure games

  • Verify AI understood the reference

Specify Framework in Every Prompt

Always declare your framework and version

Every prompt for game code generation

structure:

  1. Start prompt with framework name
  2. Include version number
  3. Reference specific APIs if known
  4. Maintain consistency across conversation

code_example: // Good prompts "Using Phaser 3.90, create a player sprite that..." "In Godot 4.2 GDScript, implement a state machine..." "With Three.js r162, add a first-person camera..." "Using Kaboom.js v3000, make a bullet pattern..."

// Bad prompts "Make the player move" // What framework? "Add physics" // Which physics system?

benefits:

  • Correct API usage

  • Proper version-specific patterns

  • Fewer hallucinated methods

pitfalls:

  • AI may use patterns from different version

  • Verify imports match your actual setup

Seed Lock and Document Pattern

Save everything when something works

After any successful generation

structure:

  1. Immediately save working code to git
  2. Document the exact prompt used
  3. Note any manual fixes applied
  4. Tag working versions for rollback

code_example:

prompt_log.md

Working Player Movement

Prompt: "Using Phaser 3.90, create WASD movement..." Model: Claude 3.5 Sonnet Manual fixes:

  • Changed this.physics to this.scene.physics
  • Added null check for cursors Commit: abc1234

Working Jump Mechanic

Prompt: "Add jumping with spacebar to the player..." ...

benefits:

  • Can reproduce successful generations

  • Learn what prompting styles work

  • Rollback when new changes break things

pitfalls:

  • Takes time but saves more time later

Negative Constraints Pattern

Tell AI what NOT to do to avoid common issues

When AI keeps making unwanted choices

structure:

  1. Identify common AI anti-patterns
  2. Explicitly forbid them in prompt
  3. Provide preferred alternative

code_example: "Create a player controller. Do NOT:

  • Use deprecated Phaser 2 syntax
  • Create global variables
  • Add console.log statements
  • Use any external libraries not already imported

DO:

  • Use ES6 class syntax
  • Use this.scene for scene references
  • Handle edge cases for input"

benefits:

  • Prevents common AI mistakes

  • Reduces iteration cycles

  • Cleaner generated code

pitfalls:

  • Don't overload with constraints

  • Keep negative list focused

Refactor at Threshold Pattern

Know when to stop prompting and restructure

When code becomes unwieldy

structure:

  1. Set file size threshold (~500 lines)
  2. Set complexity threshold (nested conditionals > 3)
  3. When exceeded, pause features
  4. Prompt for refactoring specifically
  5. Resume feature development

code_example: // Refactoring prompt "Refactor this game.js into separate modules:

  • player.js: Player class and movement
  • enemies.js: Enemy class and AI
  • world.js: World generation and tiles
  • ui.js: HUD and menus

Use ES6 imports/exports. Maintain all existing functionality."

// Then verify each module works

benefits:

  • Maintains code quality

  • Easier debugging

  • Better AI context in future prompts

pitfalls:

  • Refactoring can introduce bugs

  • Test thoroughly after restructure

Three-Prompt Workflow

Rapid prototyping in three stages

Game jams, quick prototypes, proof of concepts

structure:

  1. Prompt 1: Core gameplay loop
  2. Prompt 2: One major feature addition
  3. Prompt 3: Polish and bug fixes

code_example: // Prompt 1: Core loop "Create a top-down shooter in Phaser 3 where the player moves with WASD and shoots at enemies with mouse click. Enemies spawn from edges and move toward player."

// Test and verify core works

// Prompt 2: Major feature "Add a weapon upgrade system. Killing enemies drops XP orbs. At 10, 25, 50 XP, offer choice of 3 random upgrades (fire rate, damage, speed)."

// Test upgrade system

// Prompt 3: Polish "Add screen shake on enemy kill, particle effects for bullets, and a game over screen with restart button. Fix any bugs you notice."

benefits:

  • Complete game in hours

  • Clear milestone structure

  • Iterative polish

pitfalls:

  • Skips foundation work

  • May need more prompts for complex games

Security-First Validation

Treat all AI code as untrusted

Before shipping any AI-generated game

structure:

  1. Run linter immediately after generation
  2. Check for common vulnerabilities
  3. Validate all user inputs
  4. Never expose secrets in client code
  5. Use security scanning tools

code_example: // Common AI security issues

// BAD: AI might generate eval(userInput); // Remote code execution const apiKey = "sk-..."; // Exposed secret document.innerHTML = userMessage; // XSS

// GOOD: Validate everything if (!isValidInput(userInput)) return; const apiKey = process.env.API_KEY; // Server-side element.textContent = sanitize(userMessage); // Escaped

benefits:

  • Prevents security incidents

  • Builds secure habits

  • Catches AI mistakes

pitfalls:

  • Takes extra time

  • AI will repeat bad patterns if not caught

Anti-Patterns

Mega-Prompt Everything

Why: Produces inconsistent, spaghetti code. Features conflict. Hard to debug because everything is intertwined. Context window limits cause forgotten features.

Why: Asking for entire game in single prompt

Accepting Code Without Understanding

Why: Cannot debug when it breaks. Cannot extend safely. May contain security vulnerabilities. Will fail in production when no one knows how it works.

Why: Using AI code you don't understand

Sunk-Cost Prompting Loop

Why: "I've spent 2 hours prompting, I can't stop now." This is the AI programming sunk-cost fallacy. Sometimes the answer is to reset and start fresh.

Why: Continuing to prompt because you've invested time

Ignoring Hallucinated APIs

Why: 5-21% of AI suggestions include hallucinated dependencies. AI trained on old documentation. Methods that don't exist, wrong signatures, deprecated patterns.

Why: Not checking if AI-referenced methods exist

Version Blindness

Why: AI trained on Phaser 2 generates Phaser 2 code for your Phaser 3 project. Deprecated patterns, wrong APIs, subtle bugs from version differences.

Why: Not specifying or checking framework versions

No Testing Between Prompts

Why: Errors compound. Later prompts build on broken foundation. Debug session becomes impossible when you don't know which of 10 prompts broke things.

Why: Chaining prompts without running the code

Handoffs

  • deploy|host|publishdevops — Game ready, needs hosting and CI/CD
  • art assets|sprites|texturesai-game-art-generation — Code ready, needs visual assets
  • game design|balance|mechanicsgame-design-core — Need deeper game design expertise
  • multiplayer|networking|realtimebackend — Need robust networking implementation
  • security|vulnerability|penetrationsecurity-audit — Need security review before shipping
  • mobile|iOS|Androidmobile-development — Need platform-specific optimization

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