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Get Started Free →Game lifecycle orchestrator: scaffold, assets, audio, QA, deploy.
.claude/skills/notque-game-pipeline/SKILL.md| Test case | Without → With | Effect | Δ tokens | Δ turns |
|---|---|---|---|---|
| case-16 | ✗→✓ | ▲ Improved | 70% | 0% |
| case-01 | ✗→✓ | ▲ Improved | 57% | 0% |
| case-03 | ✗→✓ | ▲ Improved | 53% | 0% |
| case-08 | ✗→✓ | ▲ Improved | 118% | 0% |
| case-11 | ✗→✓ | ▲ Improved | 115% | 0% |
This skill orchestrates the full game development lifecycle: SCAFFOLD → ASSETS → DESIGN → AUDIO → QA → DEPLOY. Each phase can be entered independently — you do not need to start from SCAFFOLD. The orchestrator never writes game code directly; it delegates each phase to the appropriate engine-specific skill or domain reference.
Scope: Use for any browser-based game (Three.js, Phaser, or vanilla canvas), cross-cutting concerns that span engines (audio, QA, promo, deploy), and iOS export via Capacitor. Skip Unity/Godot/native engines, non-game web apps, and server-side logic.
| Signal | Load These Files | Why | |---|---|---| | references/game-audio.md | game-audio.md | AUDIO | | references/game-qa.md | game-qa.md | QA | | references/game-designer.md | game-designer.md | DESIGN | | references/promo-video.md | promo-video.md | DEPLOY | | references/deploy.md | deploy.md | DEPLOY | | references/capacitor-ios.md | capacitor-ios.md | DEPLOY | | "3D model", GLB, mesh, rig, meshy | game-asset-generator.md, meshyai.md | 3D model generation | | "environment", "gaussian splat", "world labs" | game-asset-generator.md, worldlabs.md | Environment generation | | "sprite", "pixel art", "tile", "palette quantize" | game-asset-generator.md, pixel-art-sprites.md | 2D sprite / pixel art | | "image", "texture", "concept art", fal.ai | game-asset-generator.md, fal-ai-image.md | Image / texture generation | | "free asset", "find model", "sketchfab" | game-asset-generator.md, asset-sources.md | Existing asset sources | | "mocap", "BVH", "motion data", "animation pipeline" | motion-pipeline.md | Motion data import / processing | | "contact detection", "IK solve", "FABRIK" | motion-pipeline.md | Contact / IK solving | | "motion blend", "bone trajectory", "root extraction" | motion-pipeline.md | Motion decomposition / blending |
Before executing any phase, determine which phase applies:
| User request | Entry phase | |---|---| | "make a game", "start a game", "new game" | SCAFFOLD | | "generate assets", "add sprites", "need art" | ASSETS | | "add juice", "game feels flat", "particles", "screen shake" | DESIGN | | "add audio", "background music", "sound effects" | AUDIO | | "test my game", "visual regression", "playwright", "game qa" | QA | | "deploy", "ship", "publish", "github pages", "promo video", "ios" | DEPLOY |
If the entry phase is not SCAFFOLD, skip to that phase. Phases are independently re-enterable.
Goal: Initialize the project and delegate engine-specific setup.
Step 1: Detect engine
| Signal | Engine | Delegate to | |---|---|---| | import * as THREE, three.js in package.json | Three.js | threejs-builder skill | | new Phaser.Game(), phaser in package.json | Phaser | phaser-gamedev skill | | No engine signal | Ask user before proceeding | — |
Step 2: Initialize project structure
game/
├── index.html
├── src/
│ └── main.js
├── assets/
│ └── assets_index.json # Asset manifest (required for Capacitor iOS)
└── dist/ # Build outputassets_index.json format:
json{ "version": "1.0", "assets": { "player": "assets/player.png", "bgm": "assets/music.ogg" } }
Step 3: Wire EventBus
Every game needs an EventBus before any feature — it is the integration contract that lets audio, effects, and analytics attach without touching game logic:
javascript// src/EventBus.js export const EventBus = new EventTarget(); export const emit = (name, detail = {}) => EventBus.dispatchEvent(new CustomEvent(name, { detail })); export const on = (name, fn) => EventBus.addEventListener(name, (e) => fn(e.detail));
Pre-wire these event names so downstream phases attach immediately: ENEMY_HIT, PLAYER_DEATH, LEVEL_UP, GAME_OVER, SCORE_CHANGE, SPECTACLE_*
Gate: Engine chosen, project structure created, EventBus wired.
Goal: Source or generate game assets and register them in the asset manifest.
Step 1: Audit what exists
bashls assets/ cat assets/assets_index.json
Step 2: Delegate to game-asset-generator
Dispatch a subagent with: asset list, art style, output format (PNG spritesheet for Phaser, GLB for Three.js), target path assets/.
Step 3: Update asset manifest
After generation, update assets/assets_index.json. This manifest is read by both the web game and the Capacitor iOS wrapper — use relative paths only.
Gate: All assets generated, manifest updated, assets load in-game without errors.
Goal: Add visual polish and "juice" — effects that make a game feel great.
Load reference: Read references/game-designer.md for patterns.
Key principle: Design polish wires to the EventBus, not to game logic. Effects can be added, removed, or swapped without touching gameplay code.
Core effects:
| Effect | Trigger event | Impact | |---|---|---| | Screen shake | ENEMY_HIT, EXPLOSION | Impact weight | | Hit freeze frame | ENEMY_HIT (big) | Dramatic pause | | Particle burst | ENEMY_HIT, GAME_OVER | Visual feedback | | Floating score text | SCORE_CHANGE | Progress reward | | Combo text | COMBO_REACHED | Achievement surge |
Opening moment rule: The first 3 seconds must hook the player — immediate visual spectacle, never a loading screen or empty scene.
Gate: At least 3 juice effects wired to EventBus events. Opening moment is compelling. No effects hardcoded into gameplay logic.
Goal: Add background music and sound effects using Web Audio API.
Load reference: Read references/game-audio.md for patterns.
Key constraint: Create AudioContext only on first user interaction — browser autoplay policy silently blocks contexts created before a gesture.
AudioManager pattern:
javascript// src/AudioManager.js let ctx = null; export function getCtx() { if (!ctx) ctx = new AudioContext(); return ctx; }
AudioBridge — wire to EventBus:
javascriptimport { on } from './EventBus.js'; import { getCtx } from './AudioManager.js'; on('ENEMY_HIT', () => playSFX('hit')); on('LEVEL_UP', () => { stopBGM(); startBGM('level2'); }); on('GAME_OVER', () => playSFX('gameover'));
Volume hierarchy: master gain → category gains (music, sfx, ambient) → individual sources. Never set volume directly on sources.
Gate: AudioContext created on user interaction only. BGM plays. At least 2 SFX events wired. Volume controls work.
Goal: Automated testing via Playwright with visual regression and canvas test seams.
Load reference: Read references/game-qa.md for patterns.
Scripts (run from project root):
bashpython3 skills/game/game-pipeline/scripts/imgdiff.py baseline.png current.png python3 skills/game/game-pipeline/scripts/with_server.py "npx playwright test"
Test seam — inject into game bootstrap:
javascriptconst TEST_MODE = new URLSearchParams(location.search).get('test') === '1'; const SEED = parseInt(new URLSearchParams(location.search).get('seed') || '0'); if (TEST_MODE) window.__TEST__ = { seed: SEED, state: null };
Visual regression workflow:
npx playwright screenshot --save-as baseline.pngpython3 skills/game/game-pipeline/scripts/imgdiff.py baseline.png current.pngGate: At least 1 Playwright test passes. Visual baseline captured. Canvas test seam exists.
Goal: Ship the game to a live URL.
Load reference: Read references/deploy.md. Load references/capacitor-ios.md if iOS export needed. Load references/promo-video.md if recording gameplay for social.
Pre-deploy checklist (mandatory before any deploy):
bashnpm run build ls dist/ grep -r "localhost" dist/ && echo "FAIL: localhost refs" || echo "OK" grep -r 'src="/' dist/ && echo "WARN: absolute paths" || echo "OK"
Deploy targets:
| Target | Command | Notes | |---|---|---| | GitHub Pages | npx gh-pages -d dist | Public repo or GitHub Pro | | Vercel | vercel --prod | Best for preview URLs | | Static host | Upload dist/ | Works anywhere | | iOS (Capacitor) | See capacitor-ios.md | Requires Xcode |
Gate: Build succeeds. Deploy URL live. Game loads. No console errors.
Cause: AudioContext created outside a user gesture handler Fix: Use the getCtx() lazy-init pattern from game-audio.md. First call must happen inside click/keydown handler.
Cause: No test seams, non-deterministic state, or missing readiness signal Fix: Add window.__TEST__ with ?test=1&seed=42. Wait for game.events.once('ready') before asserting. Use render_game_to_text() to expose state as text.
Cause: Font rendering or anti-aliasing differences between platforms Fix: python3 skills/game/game-pipeline/scripts/imgdiff.py a.png b.png --tolerance 10.0. If still failing, retake baseline on the same platform.
Cause: Absolute paths in dist/, missing webDir config, or CocoaPods conflict Fix: All asset paths must be relative. Check capacitor.config.ts has webDir: 'dist'. Capacitor 5+ uses SPM — run npx cap sync, not pod install. See capacitor-ios.md.
Cause: Absolute asset paths (/assets/player.png instead of assets/player.png) Fix: grep -r '"/assets/' dist/. Fix paths in build config or source — use relative paths everywhere.
Cause: Screenshot rate too slow or FFmpeg framerate mismatch Fix: Use CDP screencast instead of screenshot loop. Set game speed to 0.5 before recording, encode with -r 50 in FFmpeg. See promo-video.md.
| Reference | Phase | Content | |---|---|---| | references/game-audio.md | AUDIO | Web Audio API: AudioManager, BGM sequencer, SFX pool, AudioBridge, volume hierarchy | | references/game-qa.md | QA | Playwright: visual regression, canvas seams, deterministic mode, imgdiff patterns | | references/game-designer.md | DESIGN | Juice: particles, screen shake, hit freeze, combo text, spectacle events | | references/promo-video.md | DEPLOY | Slow-mo trick, Playwright recording, FFmpeg assembly, mobile portrait format | | references/deploy.md | DEPLOY | GitHub Pages, Vercel, static hosting, pre-deploy checklist | | references/capacitor-ios.md | DEPLOY | Capacitor 5+ iOS: SPM setup, asset contracts, touch controls, debugging | | references/game-asset-generator.md | ASSETS | Game asset generation: 3D models, environments, sprites, textures, free sources | | references/meshyai.md | ASSETS | Meshy API: text-to-3D, image-to-3D, rig, animate, optimize-glb | | references/worldlabs.md | ASSETS | World Labs Marble API: SPZ generation, SplatMesh renderer, Y-flip | | references/fal-ai-image.md | ASSETS | fal.ai: model endpoints, queue API, cost tracking, chroma-key | | references/asset-sources.md | ASSETS | Sketchfab, Poly Haven, Poly.pizza search and download | | references/pixel-art-sprites.md | ASSETS | Canvas sprite matrices, palette system, animation frames | | references/motion-pipeline.md | ASSETS | CPU-only motion pipeline: BVH import, contacts, decompose, blend, IK |
| Case | Status | Duration (ms) | Turns | Tokens | Tool calls | ||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Without | With | Δ | Without | With | Δ | Without | With | Δ | Without | With | Δ | ||
case-16 | fail→pass | 16,450 | 8,969 | -45% | 1 | 1 | 0% | 2,756 | 4,682 | +70% | 0 | 0 | — |
case-01 | fail→pass | 22,990 | 18,164 | -21% | 1 | 1 | 0% | 4,276 | 6,718 | +57% | 0 | 0 | — |
case-02 | fail→fail | 21,405 | 16,692 | -22% | 1 | 1 | 0% | 3,551 | 6,314 | +78% | 0 | 0 | — |
case-03 | fail→pass | 25,209 | 17,982 | -29% | 1 | 1 | 0% | 4,244 | 6,508 | +53% | 0 | 0 | — |
case-04 | fail→fail | 26,366 | 18,252 | -31% | 1 | 1 | 0% | 4,293 | 6,477 | +51% | 0 | 0 | — |
case-05 | fail→fail | 16,611 | 14,155 | -15% | 1 | 1 | 0% | 2,970 | 5,924 | +99% | 0 | 0 | — |
case-06 | fail→fail | 21,751 | 17,373 | -20% | 1 | 1 | 0% | 3,616 | 6,217 | +72% | 0 | 0 | — |
case-07 | pass→pass | 13,123 | 7,939 | -40% | 1 | 1 | 0% | 2,194 | 4,590 | +109% | 0 | 0 | — |
case-08 | fail→pass | 13,356 | 8,493 | -36% | 1 | 1 | 0% | 2,035 | 4,436 | +118% | 0 | 0 | — |
case-09 | pass→pass | 12,846 | 8,219 | -36% | 1 | 1 | 0% | 2,130 | 4,577 | +115% | 0 | 0 | — |
case-10 | pass→pass | 2,876 | 2,635 | -8% | 1 | 1 | 0% | 403 | 3,633 | +801% | 0 | 0 | — |
case-11 | fail→pass | 10,953 | 2,944 | -73% | 1 | 1 | 0% | 1,743 | 3,742 | +115% | 0 | 0 | — |
case-12 | fail→pass | 12,074 | 2,945 | -76% | 1 | 1 | 0% | 1,784 | 3,733 | +109% | 0 | 0 | — |
case-13 | fail→pass | 13,711 | 2,416 | -82% | 1 | 1 | 0% | 2,171 | 3,630 | +67% | 0 | 0 | — |
case-14 | pass→pass | 12,703 | 6,176 | -51% | 1 | 1 | 0% | 2,050 | 4,413 | +115% | 0 | 0 | — |
case-15 | pass→pass | 10,140 | 2,308 | -77% | 1 | 1 | 0% | 1,652 | 3,621 | +119% | 0 | 0 | — |
case-17 | fail→pass | 14,232 | 7,674 | -46% | 1 | 1 | 0% | 2,613 | 4,648 | +78% | 0 | 0 | — |
case-18 | fail→fail | 21,456 | 17,338 | -19% | 1 | 1 | 0% | 3,229 | 5,964 | +85% | 0 | 0 | — |
case-19 | pass→pass | 13,009 | 4,982 | -62% | 1 | 1 | 0% | 2,046 | 4,104 | +101% | 0 | 0 | — |
case-20 | pass→pass | 15,199 | 8,406 | -45% | 1 | 1 | 0% | 2,608 | 4,659 | +79% | 0 | 0 | — |
case-21 | pass→pass | 7,196 | 5,011 | -30% | 1 | 1 | 0% | 1,032 | 3,932 | +281% | 0 | 0 | — |
case-22 | pass→pass | 4,090 | 2,794 | -32% | 1 | 1 | 0% | 660 | 3,631 | +450% | 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 +36 percentage points is the difference between those two pass rates over the 22 comparable cases.
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.
Other measured skills in the registry, with their headline benchmark lift.