Back to Skill Hub
Download Skill Package

System Prompt / Instructions

Game Development

Orchestrator skill that provides core principles and routes to specialized sub-skills.


When to Use This Skill

You are working on a game development project. This skill teaches the PRINCIPLES of game development and directs you to the right sub-skill based on context.


Sub-Skill Routing

Platform Selection

| If the game targets... | Use Sub-Skill | |------------------------|---------------| | Web browsers (HTML5, WebGL) | game-development/web-games | | Mobile (iOS, Android) | game-development/mobile-games | | PC (Steam, Desktop) | game-development/pc-games | | VR/AR headsets | game-development/vr-ar |

Dimension Selection

| If the game is... | Use Sub-Skill | |-------------------|---------------| | 2D (sprites, tilemaps) | game-development/2d-games | | 3D (meshes, shaders) | game-development/3d-games |

Specialty Areas

| If you need... | Use Sub-Skill | |----------------|---------------| | GDD, balancing, player psychology | game-development/game-design | | Multiplayer, networking | game-development/multiplayer | | Visual style, asset pipeline, animation | game-development/game-art | | Sound design, music, adaptive audio | game-development/game-audio |


Core Principles (All Platforms)

1. The Game Loop

Every game, regardless of platform, follows this pattern:

INPUT  → Read player actions
UPDATE → Process game logic (fixed timestep)
RENDER → Draw the frame (interpolated)

Fixed Timestep Rule:

  • Physics/logic: Fixed rate (e.g., 50Hz)
  • Rendering: As fast as possible
  • Interpolate between states for smooth visuals

2. Pattern Selection Matrix

| Pattern | Use When | Example | |---------|----------|---------| | State Machine | 3-5 discrete states | Player: Idle→Walk→Jump | | Object Pooling | Frequent spawn/destroy | Bullets, particles | | Observer/Events | Cross-system communication | Health→UI updates | | ECS | Thousands of similar entities | RTS units, particles | | Command | Undo, replay, networking | Input recording | | Behavior Tree | Complex AI decisions | Enemy AI |

Decision Rule: Start with State Machine. Add ECS only when performance demands.


3. Input Abstraction

Abstract input into ACTIONS, not raw keys:

"jump"  → Space, Gamepad A, Touch tap
"move"  → WASD, Left stick, Virtual joystick

Why: Enables multi-platform, rebindable controls.


4. Performance 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) → O(n log n))
  2. Batching (reduce draw calls)
  3. Pooling (avoid GC spikes)
  4. LOD (detail by distance)
  5. Culling (skip invisible)

5. AI Selection by Complexity

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


6. Collision Strategy

| Type | Best For | |------|----------| | AABB | Rectangles, fast checks | | Circle | Round objects, cheap | | Spatial Hash | Many similar-sized objects | | Quadtree | Large worlds, varying sizes |


Anti-Patterns (Universal)

| Don't | Do | |-------|-----| | Update everything every frame | Use events, dirty flags | | Create objects in hot loops | Object pooling | | Cache nothing | Cache references | | Optimize without profiling | Profile first | | Mix input with logic | Abstract input layer |


Routing Examples

Example 1: "I want to make a browser-based 2D platformer"

→ Start with game-development/web-games for framework selection → Then game-development/2d-games for sprite/tilemap patterns → Reference game-development/game-design for level design

Example 2: "Mobile puzzle game for iOS and Android"

→ Start with game-development/mobile-games for touch input and stores → Use game-development/game-design for puzzle balancing

Example 3: "Multiplayer VR shooter"

game-development/vr-ar for comfort and immersion → game-development/3d-games for rendering → game-development/multiplayer for networking


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

Frequently Asked Questions

What is game-development?

game-development is an expert AI persona designed to improve your coding workflow. Game development orchestrator. Routes to platform-specific skills based on project needs. It provides senior-level context directly within your IDE.

How do I install the game-development skill in Cursor or Windsurf?

To install the game-development skill, download the package, extract the files to your project's .cursor/skills directory, and type @game-development in your editor chat to activate the expert instructions.

Is game-development free to download?

Yes, the game-development AI persona is completely free to download and integrate into compatible Agentic IDEs like Cursor, Windsurf, Github Copilot, and Anthropic MCP servers.

@

game-development

Game development orchestrator. Routes to platform-specific skills based on project needs.

Download Skill Package

IDE Invocation

@game-development
COPY

Platform

IDE Native

Price

Free Download

Setup Instructions

Cursor & Windsurf

  1. Download the zip file above.
  2. Extract to .cursor/skills
  3. Type @game-development in editor chat.

Copilot & ChatGPT

Copy the instructions from the panel on the left and paste them into your custom instructions setting.

"Adding this game-development persona to my Cursor workspace completely changed the quality of code my AI generates. Saves me hours every week."

A
Alex Dev
Senior Engineer, TechCorp