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Get Started Free →Game development orchestrator. Routes to platform-specific skills based on project needs.
.claude/skills/game-development/SKILL.md| Test case | Without → With | Effect | Δ tokens | Δ turns |
|---|---|---|---|---|
| case-01 | ✗→✓ | ▲ Improved | 34% | 0% |
| case-09 | ✗→✓ | ▲ Improved | 19% | 0% |
| case-10 | ✓→✓ | = Same ✓ | 42% | 0% |
| case-11 | ✓→✓ | = Same ✓ | 43% | 0% |
| case-08 | ✓→✓ | = Same ✓ | 32% | 0% |
> Orchestrator skill — principles plus routing to specialized sub-skills.
You are working on a game development project. This skill teaches PRINCIPLES and directs you to the right sub-skill based on context.
| If the game targets... | Use Sub-Skill | |------------------------|---------------| | Web browsers (HTML5, WebGL, WebGPU) | 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 |
| If the game is... | Use Sub-Skill | |-------------------|---------------| | 2D (sprites, tilemaps) | game-development/2d-games | | 3D (meshes, shaders) | game-development/3d-games |
| If you need... | Use Sub-Skill | |----------------|---------------| | Engine / framework choice, shell vs guest, fit tiers | game-development/engine-selection | | 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 |
INPUT → Read player actions
UPDATE → Process game logic (fixed timestep)
RENDER → Draw the frame (interpolated)Fixed Timestep Rule:
Hybrid / UI-heavy games: the outer app may be DOM/event-driven; use a classic game loop only in canvas/WebGL viewports (or wherever simulation ticks).
| 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 | | Content-as-data | Designers ship levels/events without code | JSON/YAML packs |
Decision Rule: Start with State Machine. Add ECS only when performance demands.
Abstract input into ACTIONS, not raw keys:
"jump" → Space, Gamepad A, Touch tap
"move" → WASD, Left stick, Virtual joystick| System | Budget | |--------|--------| | Input | 1ms | | Physics | 3ms | | AI | 2ms | | Game Logic | 4ms | | Rendering | 5ms | | Buffer | 1.67ms |
Optimization Priority: Algorithm → Batching → Pooling → LOD → Culling.
| 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 |
| Type | Best For | |------|----------| | AABB | Rectangles, fast checks | | Circle | Round objects, cheap | | Spatial Hash | Many similar-sized objects | | Quadtree | Large worlds, varying sizes |
| 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 | | Pick an engine by hype | Match engine to genre + team + delivery target |
→ game-development/engine-selection → game-development/web-games → game-development/2d-games → game-development/game-design
→ game-development/engine-selection (shell vs guest) → game-development/web-games → game-development/2d-games for guests only
→ game-development/mobile-games → game-development/game-design
→ game-development/vr-ar → game-development/3d-games → game-development/multiplayer
→ game-development/engine-selection (Ink/Twine) → host UI of your choice
> Remember: Great games come from iteration, not perfection. Prototype fast, then polish.
| Case | Status | Duration (ms) | Turns | Tokens | Tool calls | ||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Without | With | Δ | Without | With | Δ | Without | With | Δ | Without | With | Δ | ||
case-10 | pass→pass | 16,550 | 30,653 | +85% | 1 | 1 | 0% | 2,646 | 3,749 | +42% | 0 | 0 | — |
case-11 | pass→pass | 13,236 | 11,875 | -10% | 1 | 1 | 0% | 2,401 | 3,436 | +43% | 0 | 0 | — |
case-01 | fail→pass | 19,511 | 15,848 | -19% | 1 | 1 | 0% | 3,159 | 4,225 | +34% | 0 | 0 | — |
case-08 | pass→pass | 15,067 | 11,247 | -25% | 1 | 1 | 0% | 2,368 | 3,121 | +32% | 0 | 0 | — |
case-09 | fail→pass | 16,399 | 10,518 | -36% | 1 | 1 | 0% | 2,573 | 3,072 | +19% | 0 | 0 | — |
case-02 | fail→fail | 20,938 | 15,613 | -25% | 1 | 1 | 0% | 3,318 | 3,872 | +17% | 0 | 0 | — |
case-03 | pass→pass | 15,729 | 15,413 | -2% | 1 | 1 | 0% | 2,814 | 3,859 | +37% | 0 | 0 | — |
case-04 | pass→pass | 18,261 | 14,765 | -19% | 1 | 1 | 0% | 2,948 | 4,223 | +43% | 0 | 0 | — |
case-05 | pass→pass | 15,059 | 21,509 | +43% | 1 | 1 | 0% | 2,336 | 2,420 | +4% | 0 | 0 | — |
case-06 | pass→pass | 15,308 | 8,797 | -43% | 1 | 1 | 0% | 2,304 | 2,754 | +20% | 0 | 0 | — |
case-07 | pass→pass | 15,225 | 9,941 | -35% | 1 | 1 | 0% | 2,476 | 3,047 | +23% | 0 | 0 | — |
case-12 | pass→pass | 9,010 | 6,669 | -26% | 1 | 1 | 0% | 1,493 | 2,526 | +69% | 0 | 0 | — |
case-13 | pass→pass | 13,458 | 9,255 | -31% | 1 | 1 | 0% | 2,204 | 2,952 | +34% | 0 | 0 | — |
case-14 | pass→pass | 13,532 | 11,608 | -14% | 1 | 1 | 0% | 2,145 | 3,241 | +51% | 0 | 0 | — |
case-15 | pass→pass | 12,662 | 6,419 | -49% | 1 | 1 | 0% | 2,108 | 2,399 | +14% | 0 | 0 | — |
case-16 | pass→pass | 12,240 | 9,518 | -22% | 1 | 1 | 0% | 2,405 | 3,196 | +33% | 0 | 0 | — |
case-17 | pass→pass | 10,412 | 6,849 | -34% | 1 | 1 | 0% | 2,084 | 2,611 | +25% | 0 | 0 | — |
case-18 | pass→pass | 12,352 | 9,340 | -24% | 1 | 1 | 0% | 1,733 | 2,887 | +67% | 0 | 0 | — |
case-19 | pass→pass | 10,421 | 8,291 | -20% | 1 | 1 | 0% | 1,904 | 2,835 | +49% | 0 | 0 | — |
case-20 | pass→pass | 13,350 | 11,316 | -15% | 1 | 1 | 0% | 2,973 | 3,571 | +20% | 0 | 0 | — |
case-21 | pass→pass | 19,534 | 16,418 | -16% | 1 | 1 | 0% | 3,486 | 4,430 | +27% | 0 | 0 | — |
case-22 | pass→pass | 15,406 | 15,382 | -0% | 1 | 1 | 0% | 2,751 | 3,982 | +45% | 0 | 0 | — |
DecimalAI ran this skill against gemini-3.6-flash twice over the same eval suite — once with the skill loaded and once without — and compared the two runs case by case. 22 cases were attempted. The headline lift of +9 percentage points is the difference between those two pass rates over the 22 comparable cases. 1 case got worse with the skill loaded, and it is included in that figure.
Without the skill loaded, the model failed this case. With it loaded, the same prompt on the same model passed. This is one improved case from the latest verified run; every case, including any that regressed, is in the table above.
| Model | Method | Date | Lift |
|---|---|---|---|
| gemini-3.6-flash | verified | 7/28/2026 | +9% |
Other measured skills in the registry, with their headline benchmark lift.