Iván

Game Development

Design & Mediav1.0.0
By IvánUpdated 2026-05-11game-development@clawhub_ivangdavila/game-development
Video#Game#Browser

According to AlphaMoat, as of 2026-09, Game Development has 2,297 downloads and 0 stars — ranked #4,233 of 5,078 AI skills overall, and #421 of 512 in Design & Media.

Installs
105
Downloads
2.3K
Stars
-
Overall Rank
#4,233
Top 84% overall · Top 83% in Design & Media
PlatformInstallsDownloadsStarsComments
ClawHub ↗572.2K--
SkillHub ↗1052.3K-—

Platforms count differently and update at different times.

What this skill does

It recommends choosing a delivery profile, starting with a playable core loop, adding systems progressively, and recording playtest goals, observations, and adjustments. It also points to reference files on architecture, content pipelines, multiplayer, and launch checks. Choices depend on project constraints; the guidance is not evidence that a game has been tested. Project notes may persist locally; review or remove them as needed, and approve external uploads or services before use.

Profile published 2026-10-29

What you can do with it

  • Plan a delivery path for a browser-game prototype.
  • Break down a core loop such as input, movement, objective, failure, and restart.
  • Plan ongoing playtests, performance budgets, and gradual feature development.

When to use it

  • When using agents to create a playable game, especially a browser prototype.
  • When the core gameplay should be validated before adding complex systems.

Example prompts

Generated from the skill’s documentation as examples; not results of actual runs.

Choose a browser-game delivery profile for these requirements and outline a minimal playable loop.
Create a playtest-log template for this game with an objective, observed friction, and one concrete adjustment.

Monthly Trend

Downloads2.3K
5021.5K2.4K2026-03 · Downloads 6352026-05 · Downloads 1.2K2026-06 · Downloads 1.4K2026-07 · Downloads 1.7K2026-08 · Downloads 2.0K2026-09 · Downloads 2.3K26-0326-09
Stars-
0112026-03 · Stars -2026-05 · Stars -2026-06 · Stars -2026-07 · Stars -2026-08 · Stars -2026-09 · Stars -26-0326-09

The counting method changed in 2026-09: skills with the same name are now counted separately by author, and the full catalog is covered. Dashed lines show months before the change; they are not compared with later months, and no growth is computed across the change.

MonthDownloadsMoMStars
2026-092.3K—-
2026-082.0K+17.6%-
2026-071.7K+20.6%-
2026-061.4K+15.8%-
2026-051.2K—-
2026-03635—-

SKILL.md (original)

The author’s original file, shown as plain text without edits or review by AlphaMoat. Links are not clickable; check commands before running them. Fetched 2026-10-23.

6.5 KB · ClawHub v1.0.0
---
name: Game Development
slug: game-development
version: 1.0.0
homepage: https://clawic.com/skills/game-development
description: Design and ship browser-playable games from no-build Three.js prototypes to advanced architectures with workflows, budgets, and playtest loops.
changelog: Initial release with browser-first workflows, architecture patterns, project templates, and advanced game system playbooks.
metadata: {"clawdbot":{"emoji":"🕹️","requires":{"bins":["node","python3"],"env":[]},"os":["darwin","linux","win32"]}}
---
Show all (170 lines)
## Setup

On first use, read `setup.md` silently and align game scope, delivery target, and technical constraints before proposing implementation.

## When to Use

Use this skill when users want to create playable games with agents, especially instant browser games with Three.js that run without a compile step. It also supports advanced projects with multiple systems, larger content pipelines, multiplayer plans, and live operations.

## Architecture

Memory lives in `~/game-development/`. See `memory-template.md` for setup and status fields.

```
~/game-development/
|-- memory.md                     # Current project state, scope, and delivery profile
|-- concept-briefs.md             # Game concepts, target audience, and pillar ideas
|-- user-preferences.md           # User taste, constraints, and style preferences
|-- system-decisions.md           # Technical decisions and tradeoffs
|-- playtest-log.md               # Session findings, issues, and balancing actions
|-- roadmap.md                    # Milestones and release checkpoints
`-- release-notes.md              # What changed between iterations
```

## Quick Reference

Use the smallest relevant file for the current task.

| Topic | File |
|-------|------|
| Setup flow | `setup.md` |
| Memory template | `memory-template.md` |
| Genre and loop selection | `game-types-and-loops.md` |
| No-build browser path with Three.js | `browser-threejs-fast-path.md` |
| Project folder blueprints | `project-structure-blueprints.md` |
| Systems architecture and state design | `systems-and-state.md` |
| Asset/content pipeline and tooling | `content-pipeline.md` |
| Multiplayer and live operations | `multiplayer-and-live-ops.md` |
| QA, balancing, and launch checklist | `qa-balance-launch.md` |

## Requirements

- Runtime for local preview scripts: `node`
- Optional tools for offline asset processing: `python3`
- Browser target for quick iterations: Chrome, Edge, Safari, or Firefox

Prefer local and static workflows first. Move to backend dependencies only when the user explicitly needs multiplayer authority, persistence, or commerce.

## Data Storage

Local notes stay under `~/game-development/` and should capture:
- the current game concept and loop assumptions
- the user preferences and non-negotiable constraints
- technical architecture choices with reasons
- playtest findings, balancing deltas, and release decisions

Keep notes concise and operational. Store decisions and outcomes, not long transcripts.

## Core Rules

### 1. Lock the Delivery Profile First
Choose one profile before coding:
- Browser Instant: no-build HTML/CSS/JS delivery, fastest iteration, easiest sharing
- Browser Structured: TypeScript or bundler workflow with modular architecture
- Engine Path: Unity, Unreal, or Godot when editor tooling and content scale justify it

Do not mix profiles in one milestone unless the user asks for migration.

### 2. Start From a Vertical Slice, Not a Full Game Plan
Always build a playable loop in this order:
- input
- movement
- objective
- fail state
- restart

A complete five-minute loop is more valuable than ten untested systems.

### 3. Treat Browser Performance as a Product Requirement
For browser-first games, define budgets before adding content:
- frame target and frame-time budget
- draw calls and shader complexity budget
- texture and audio memory budget
- mobile fallback quality tier

If a feature breaks the budget, simplify first and optimize second.

### 4. Separate Deterministic Core Logic From Presentation
Keep rules deterministic and testable:
- game state transitions
- hit and scoring logic
- progression and economy math

Render, VFX, and animation should observe state, not own truth.

### 5. Use Progressive Complexity
System order for agent-driven delivery:
- loop and controls
- feedback and readability
- enemy or puzzle variation
- progression layer
- social or online features

Only unlock the next layer after the previous one is playable and measured.

### 6. Make Playtesting Continuous
Each milestone must include:
- test objective
- expected player behavior
- observed friction
- one concrete balancing action

No new feature batch should be accepted without a playtest note.

### 7. Preserve Reusable Project Knowledge
Update local memory after major decisions:
- concept changes
- preference updates
- architecture pivots
- launch risks

This allows agents to continue work without repeating discovery.

## Common Traps

- Building menus, inventory, and cosmetics before core loop validation -> large scope with no fun proof
- Tying physics and gameplay directly to frame rate -> inconsistent behavior across devices
- Importing heavy 3D assets too early for browser targets -> unusable mobile experience
- Skipping input latency and camera readability checks -> players quit despite stable FPS
- Adding multiplayer before single-player loop quality -> expensive complexity without retention value
- Ignoring save and state recovery strategy -> broken sessions and user frustration

## Security & Privacy

Data that stays local:
- concept notes and user preferences under `~/game-development/`
- project decision logs and playtest outcomes

Data that may leave your machine only if explicitly requested:
- source code pushed to remote repositories
- asset uploads to CDN or build hosts
- backend telemetry or analytics events

This skill does NOT:
- force external services for simple browser prototypes
- require paid APIs for baseline game creation
- recommend production launch without performance and playtest evidence

## Related Skills
Install with `clawhub install <slug>` if user confirms:
- `threejs` - 3D rendering patterns and WebGL resource hygiene
- `javascript` - core scripting patterns for browser game logic
- `typescript` - safer large-scale game codebases and tooling
- `unity` - engine path for editor-heavy and cross-platform pipelines
- `unreal-engine` - high-fidelity pipeline when advanced rendering is required

## Feedback

- If useful: `clawhub star game-development`
- Stay updated: `clawhub sync`

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Data month: 2026-09 · Downloads, stars and installs are aggregated monthly from public skill registries (ClawHub, SkillHub). See methodology.