據 AlphaMoat 統計,截至 2026-09,Game Development 累計下載 2,297 次、獲 0 個星標,在全部 5,078 個 AI 技能中排名第 4,233 位,在「設計創意」分類(512 個)中排名第 421 位。
| 平台 | 累計安裝 | 累計下載 | 星標 | 評論 |
|---|---|---|---|---|
| ClawHub ↗ | 57 | 2246 | - | - |
| SkillHub ↗ | 105 | 2297 | - | — |
各平台的計數口徑不同,統計時間不一致。
文件建議先確定交付方式,從可玩的最小迴圈開始,逐步增加系統,並持續記錄測試目標、玩家反饋與調整。還提供架構、內容管線、多人和釋出檢查等主題的參考檔案;具體選型需結合專案約束,不能將建議視為測試結果。 專案記錄可能儲存在本地,應按需檢查或刪除;啟用外部上傳或服務前須獲批准。
資料釋出於 2026-10-29
以下是根據技能文件生成的示例,不代表實際執行結果。
2026-09 起統計方法調整:同名技能按作者分別統計,並覆蓋全部技能。圖中虛線為調整前的月份,與之後的資料不直接比較,也不計算跨越調整的增長。
| 月份 | 累計下載 | 環比 | 星標 |
|---|---|---|---|
| 2026-09 | 2297 | — | - |
| 2026-08 | 1999 | +17.6% | - |
| 2026-07 | 1700 | +20.6% | - |
| 2026-06 | 1410 | +15.8% | - |
| 2026-05 | 1218 | — | - |
| 2026-03 | 635 | — | - |
以下是作者釋出的原始檔案,按純文字顯示,本站未做修改或稽核;其中的連結不可點選,命令請核實後再執行。抓取於 2026-10-23。
---
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"]}}
---
## 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`
ContextWeave 架構圖一鍵生成
用 Nano Banana Pro 生成或編輯圖片的指令碼技能。
用 whisper 命令列工具在本機將音訊轉成文字或進行翻譯。
透過 MCP 服務生成與編輯圖表的技能。
面向介面設計的思路與落地建議技能,覆蓋佈局、互動流程、設計令牌與前端改動。
面向多家影片模型 API 的 AI 影片生成與編排技能。
用 ffmpeg 從影片裡取出畫面幀,或生成便於快速檢視的縮圖。
用本地 Whisper 把音訊檔案轉成文字,模型下載完成後可完全離線執行。
將使用者明確糾正與自我檢視整理成分層記憶,並依使用情況升級或封存。
在保留公式、格式和活頁簿結構的前提下建立、檢查或編輯 Excel 檔案。
處理 Word 與 DOCX 文件的作業指南,著重維持樣式、編號與版面。
把資料庫、表格與匯出的原始資料變成可決策結論的資料分析技能。
協助編輯 PowerPoint 簡報,並在交付前檢查版面是否正常呈現。
資料月份:2026-09 · 下載/星標/安裝數聚合自公開技能註冊庫(ClawHub、SkillHub),按月更新。口徑說明見資料方法。