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game-dev

Game development: design, asset pipelines, Phaser, vanilla JS frontend, GM mode, match booking.

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설치 방법 보기

포함된 파일(165)

  • SKILL.md11.0 KB
  • references/anchor-alignment.md16.0 KB
  • references/animate-scaffolds.md2.0 KB
  • references/arcade-physics.md7.4 KB
  • references/artifacts-and-prototyping.md1.5 KB
  • references/asset-sources.md7.9 KB
  • references/audit-and-red-team.md795 B
  • references/autonomous-improvement.md10.2 KB
  • references/backend-chain.md10.4 KB
  • references/bg-removal-local.md22.7 KB
  • references/build-scaffolds.md2.0 KB
  • references/capabilities/01-design-red-team-audit.md3.9 KB
  • references/capabilities/02-emotional-canvas-moodboard.md3.7 KB
  • references/capabilities/03-game-design-attribution-audit.md3.6 KB
  • references/capabilities/04-game-design-bartle-archetype-audit.md3.7 KB
  • references/capabilities/05-game-design-big-five-personality-audit.md3.6 KB
  • references/capabilities/06-game-design-brainstorm-methods.md3.9 KB
  • references/capabilities/07-game-design-core-loop-extractor.md3.7 KB
  • references/capabilities/08-game-design-craft-critique.md3.5 KB
  • references/capabilities/09-game-design-creative-unblocker.md3.5 KB
  • references/capabilities/10-game-design-design-pillars-extractor.md3.5 KB
  • references/capabilities/11-game-design-emotional-canvas.md3.6 KB
  • references/capabilities/12-game-design-failure-loop-audit.md3.8 KB
  • references/capabilities/13-game-design-fairness-frustration-audit.md3.6 KB
  • references/capabilities/14-game-design-fantasy-extractor.md3.6 KB
  • references/capabilities/15-game-design-feature-prioritization.md3.6 KB
  • references/capabilities/16-game-design-five-options.md3.5 KB
  • references/capabilities/17-game-design-flow-audit.md3.6 KB
  • references/capabilities/18-game-design-fogg-behavior-audit.md3.6 KB
  • references/capabilities/19-game-design-friction-journey-audit.md3.8 KB
  • references/capabilities/20-game-design-ftue-hero-journey-audit.md3.7 KB
  • references/capabilities/21-game-design-goal-density-and-immediacy-audit.md3.5 KB
  • references/capabilities/22-game-design-goal-framing.md3.5 KB
  • references/capabilities/23-game-design-granular-player-motivation-audit.md4.0 KB
  • references/capabilities/24-game-design-grow-design.md3.5 KB
  • references/capabilities/25-game-design-ideal-outcome-backcasting.md3.4 KB
  • references/capabilities/26-game-design-kpi-coverage-audit.md3.8 KB
  • references/capabilities/27-game-design-leaderboard-audit.md3.9 KB
  • references/capabilities/28-game-design-leaderboard-builder.md3.8 KB
  • references/capabilities/29-game-design-molyneux-lens.md3.5 KB
  • references/capabilities/30-game-design-multiplayer-feature-audit.md3.8 KB
  • references/capabilities/31-game-design-novelty-spectrum-audit.md3.6 KB
  • references/capabilities/32-game-design-one-page-design-doc.md3.8 KB
  • references/capabilities/33-game-design-one-thing-to-remove.md3.6 KB
  • references/capabilities/34-game-design-option-generation.md3.5 KB
  • references/capabilities/35-game-design-peak-end-audit.md3.6 KB
  • references/capabilities/36-game-design-perceived-randomness-audit.md3.7 KB
  • references/capabilities/37-game-design-pitch-deck-audit.md3.8 KB
  • references/capabilities/38-game-design-player-motivation-audit.md3.5 KB
  • references/capabilities/39-game-design-player-need-satisfaction-audit.md3.6 KB
  • references/capabilities/40-game-design-player-persona-extractor.md4.2 KB
  • references/capabilities/41-game-design-player-perspective-reframe.md3.7 KB
  • references/capabilities/42-game-design-player-segment-perception-audit.md3.6 KB
  • references/capabilities/43-game-design-player-values-mapper.md3.8 KB
  • references/capabilities/44-game-design-premium-pass-audit.md3.8 KB
  • references/capabilities/45-game-design-prosocial-session-chapters.md3.7 KB
  • references/capabilities/46-game-design-prototype-intent-audit.md3.7 KB
  • references/capabilities/47-game-design-prototyping-companion.md3.6 KB
  • references/capabilities/48-game-design-roadblock-reframing.md3.5 KB
  • references/capabilities/49-game-design-smart-goal-audit.md3.6 KB
  • references/capabilities/50-game-design-social-satisfaction-matrix.md3.7 KB
  • references/capabilities/51-game-design-systematizing-empathizing-audit.md3.6 KB
  • references/capabilities/52-game-design-thinking-fast-and-slow-audit.md3.6 KB
  • references/capabilities/53-game-design-transformative-reuse.md3.6 KB
  • references/capabilities/54-game-design-unknown-unknowns-prototyping.md3.6 KB
  • references/capabilities/55-game-design-zeigarnik-effect-audit.md3.6 KB
  • references/capabilities/56-game-dev-budget-estimator.md3.8 KB
  • references/capabilities/57-game-dev-first-steps.md3.6 KB
  • references/capabilities/58-game-dev-team-gap.md3.6 KB
  • references/capabilities/59-game-dev-time-estimator.md3.8 KB
  • references/capabilities/60-moodboard-generator.md4.0 KB
  • references/capabilities/61-software-team-conflict-patterns.md3.8 KB
  • references/capability-catalog.md18.4 KB
  • references/capability-map.md1.7 KB
  • references/capability-matrix.md12.5 KB
  • references/capacitor-ios.md7.3 KB
  • references/cognition-and-choice.md1.2 KB
  • references/cognitive-and-behavioral-lenses.md1.2 KB
  • references/concept-and-loop.md1.5 KB
  • references/core-loop-and-pillars.md835 B
  • references/core-patterns.md8.2 KB
  • references/cpu-systems-harmony.md3.4 KB
  • references/creative-and-options.md2.0 KB
  • references/creative-direction.md1.3 KB
  • references/deploy.md5.3 KB
  • references/design-artifacts.md1.0 KB
  • references/emotion-and-presentation.md1.1 KB
  • references/error-catalog.md22.6 KB
  • references/fairness-and-failure.md1.2 KB
  • references/fairness-and-learning.md1.3 KB
  • references/fal-ai-image.md7.1 KB
  • references/frame-detection.md20.0 KB
  • references/full-diagnostic.md4.2 KB
  • references/game-asset-generator.md9.5 KB
  • references/game-audio.md7.5 KB
  • references/game-feel-patterns.md12.2 KB
  • references/game-pipeline.md11.5 KB
  • references/game-qa.md6.7 KB
  • references/game-sprite-pipeline.md33.4 KB
  • references/gm-brilliant-implementation.md13.4 KB
  • references/grid-shapes.md8.0 KB
  • references/meshyai.md7.3 KB
  • references/motion-pipeline.md7.5 KB
  • references/output-formats.md9.4 KB
  • references/pacing-and-return.md1.6 KB
  • references/performance.md7.8 KB
  • references/phaser-gamedev.md7.5 KB
  • references/pipeline-spec.json23.0 KB
  • references/pixel-art-sprites.md8.7 KB
  • references/planning-and-communication.md1.6 KB
  • references/planning-and-production.md1.8 KB
  • references/player-and-social.md2.3 KB
  • references/polish-scaffolds.md1.9 KB
  • references/progression-and-economy.md1.0 KB
  • references/promo-video.md6.6 KB
  • references/prompt-rules.md15.2 KB
  • references/quality-gates.md6.4 KB
  • references/road-to-aew-integration.md7.8 KB
  • references/social-and-competitive-design.md1.1 KB
  • references/social-and-competitive.md1.5 KB
  • references/spritesheets.md6.2 KB
  • references/stage-contracts.md11.1 KB
  • references/style-presets.md5.1 KB
  • references/subagent-delegation.md2.2 KB
  • references/tilemaps-and-physics.md13.6 KB
  • references/tilemaps.md7.0 KB
  • references/vfx-containment.md3.1 KB
  • references/workflow-dag.md4.1 KB
  • references/worldlabs.md7.9 KB
  • references/wrestler-archetypes.md7.2 KB
  • scripts/deterministic_idle.py7.8 KB
  • scripts/fal_queue_image_run.py9.2 KB
  • scripts/imgdiff.py5.0 KB
  • scripts/meshy-generate.mjs11.1 KB
  • scripts/optimize-glb.mjs3.8 KB
  • scripts/portrait_pipeline.py31.2 KB
  • scripts/qa_artifacts.py14.4 KB
  • scripts/road_to_aew_integration.py6.6 KB
  • scripts/row_job_status.py8.6 KB
  • scripts/sprite_anchor.py30.1 KB
  • scripts/sprite_assemble.py16.0 KB
  • scripts/sprite_bg.py28.5 KB
  • scripts/sprite_canvas.py11.9 KB
  • scripts/sprite_generate.py13.9 KB
  • scripts/sprite_pipeline.py54.9 KB
  • scripts/sprite_process.py13.5 KB
  • scripts/sprite_prompt.py41.8 KB
  • scripts/sprite_slicing.py38.7 KB
  • scripts/sprite_verify.py58.5 KB
  • scripts/test_content_aware_extraction.py13.5 KB
  • scripts/test_no_status_laundering.py6.9 KB
  • scripts/test_phases_4_5_7_8.py16.4 KB
  • scripts/test_pipeline_glue.py20.9 KB
  • scripts/test_pipeline_patterns.py10.9 KB
  • scripts/test_rc3_frames_distinct_threshold.py14.2 KB
  • scripts/test_rc4_mass_centroid_default.py8.3 KB
  • scripts/test_rc5_despill_pre_upscale.py7.9 KB
  • scripts/test_slice_grid_cells.py6.4 KB
  • scripts/test_slicer_strict_pitch_default.py11.6 KB
  • scripts/test_verifier_cell_parity.py9.0 KB
  • scripts/test_verify_gates.py23.2 KB
  • scripts/video_extract_frames.py4.3 KB
  • scripts/video_process_frames.py7.6 KB
  • scripts/video_select_frames.py6.4 KB
  • scripts/with_server.py5.8 KB

SKILL.md(원문)

설치하기 전에 에이전트에게 전달되는 지시 내용을 확인할 수 있습니다.

Game Development

Five modes: Design (diagnosis, auditing, improvement), Pipeline (full lifecycle orchestration), Sprite (AI sprite generation), Phaser (2D engine builds), GM (large multi-system implementations). Cross-cutting concerns (audio, QA, deploy) load as needed. Classify the request and follow the matching section.

Mode Selection

ModeSignals
Designgame design, improve game, retention, churn, core loop, audit, game feel, balance, economy
Pipelinemake game, scaffold, game lifecycle, game audio, deploy game, game QA
SpriteAI sprite, generate character, portrait, spritesheet, animated sheet, pixel art
PhaserPhaser, 2D game, platformer, arcade physics, tilemap, side scroller
GMlarge GM implementation, multi-system GM, CPU systems, multi-wave overhaul

If the request spans modes, load both primary references. Design + Pipeline is common (design an improvement then implement it). Sprite + Phaser is common (generate assets then wire into a Phaser game).


Design Mode

Evidence-led game design diagnosis with 61 runnable capabilities. Start from repository evidence; never guess when the repo can answer.

Workflow

  1. Intake. Read target repository's governing files. Search for game, product, UI, analytics, and research guidance. Use file search to find design docs, player copy, rules, UI, config, tests, analytics, issues. Separate facts into: observed, documented, measured, inferred.
  2. Ask only what the repo cannot answer. Which player moment matters? What external evidence exists (playtests, telemetry, reviews)? Which constraints bind (platform, phase, team, time)?
  3. Load references. Route greedily -- load every module that could change the recommendation:
SignalLoad
Promise, fantasy, loops, goalsreferences/core-loop-and-pillars.md
Ideation, novelty, removal, reusereferences/creative-and-options.md
Player motives, personas, valuesreferences/player-and-social.md
Information, bias, randomnessreferences/cognition-and-choice.md
Failure, difficulty, fairnessreferences/fairness-and-failure.md
FTUE, flow, friction, sessionreferences/pacing-and-return.md
Co-op, competition, socialreferences/social-and-competitive.md
Rewards, currencies, passesreferences/progression-and-economy.md
Pitch, mood, prototypereferences/emotion-and-presentation.md
Scope, sequence, estimatesreferences/planning-and-production.md
Full health reportAll modules + references/full-diagnostic.md
  1. Diagnose. Trace the player path: cue -> interpretation -> choice -> response -> cost/reward -> feedback -> next intention. State player consequence, evidence, competing explanations, confidence, severity.
  2. Decide. Offer 2-5 distinct options. For each: player-visible change, pillar fit, scope, dependencies, effort, reversibility, success metric, stop rule. Prefer reversible experiments. Reject dark patterns.
  3. Completion gate. Every finding has evidence or is marked as inference. Every recommendation has a validation plan.

Discovery Mode

When request is bare "game design" or "what reviews are available": load references/capability-catalog.md and present the full domain-organized catalog of 61 capabilities.

Autonomous Improvement

When asked to improve a game's retention, churn, or engagement: load references/autonomous-improvement.md. Inspect the real game, run relevant capabilities, make the smallest safe reversible improvement, verify, leave a measurement plan.


Pipeline Mode

Full lifecycle orchestration: SCAFFOLD -> ASSETS -> DESIGN -> AUDIO -> QA -> DEPLOY. Each phase can be entered independently.

Entry Detection

RequestEntry Phase
make a game, new gameSCAFFOLD
generate assets, add spritesASSETS
add juice, particles, screen shakeDESIGN
add audio, background musicAUDIO
test game, visual regressionQA
deploy, ship, publish, iOSDEPLOY

Phase 1: SCAFFOLD

Detect engine (Three.js, Phaser, or vanilla canvas). Delegate to the appropriate engine skill or scaffold from template.

Phase 2: ASSETS

Route by asset type:

AssetReference
3D model, GLB, meshreferences/game-asset-generator.md + references/meshyai.md
Sprite, pixel art, tileLoad Sprite mode below
Image, texture, concept artreferences/fal-ai-image.md
Environment, gaussian splatreferences/worldlabs.md
Free assets, Sketchfabreferences/asset-sources.md
Motion data, BVH, mocapreferences/motion-pipeline.md

Phase 3: DESIGN

Add game feel: screen shake, particles, hit-stop, juice. Load references/game-feel-patterns.md.

Phase 4: AUDIO

Web Audio API patterns, AudioManager, AudioBridge. Load references/game-audio.md.

Phase 5: QA

Automated testing, visual regression, Playwright, canvas seams. Load references/game-qa.md.

Phase 6: DEPLOY

TargetReference
GitHub Pages, Vercel, generalreferences/deploy.md
iOS via Capacitorreferences/capacitor-ios.md
Promo videoreferences/promo-video.md

Sprite Mode

AI sprite generation: portrait, portrait-loop, spritesheet, per-row animated sheets. Load references/game-sprite-pipeline.md for the full pipeline.

Quick Steps

  1. Detect format. Portrait (single image), portrait-loop (idle animation), spritesheet (action set), per-row (multiple animations in rows).
  2. Select backend. Load references/backend-chain.md for dispatch: Codex CLI primary, Gemini fallback.
  3. Select style. Load references/style-presets.md for 9 era/hardware presets.
  4. Generate. Follow the pipeline for the detected format.
  5. Post-process. Background removal, palette quantization, sheet assembly.
  6. Validate. Check dimensions, frame counts, transparency, color consistency.

Phaser Mode

Phaser 3 2D game engine builds. Load references/phaser-gamedev.md for the full methodology.

Core Patterns

Load references/core-patterns.md for scene lifecycle, transitions, and input handling.

TaskReference
Scene lifecycle, transitionsreferences/core-patterns.md
TypeScript entry, Boot/Game skeletonsreferences/build-scaffolds.md
Arcade physics, collisionreferences/arcade-physics.md
Tilemaps, tile layersreferences/tilemaps.md, references/tilemaps-and-physics.md
Screen shake, particles, hit-stopreferences/game-feel-patterns.md
Polish scaffoldsreferences/polish-scaffolds.md
Animate scaffoldsreferences/animate-scaffolds.md

GM Mode

Evidence-to-live implementation for large GM programs (multi-system, multi-wave, CPU-intensive). Load references/gm-brilliant-implementation.md for the full methodology.

Applicability Gate

GM mode applies only when: multiple interconnected game systems change, CPU performance is a concern, or the implementation spans multiple deployment waves. If the gate fails, route to quick, workflow, or the target project's skill.

Key References

SignalReference
Stage contracts, checkpointsreferences/stage-contracts.md
CPU systems harmonyreferences/cpu-systems-harmony.md
Quality gatesreferences/quality-gates.md
Workflow DAG (34 stages)references/workflow-dag.md

Deep References

Load when the task needs detailed patterns, catalogs, or specifications.

Design

SignalReference
61 runnable capabilitiesreferences/capability-catalog.md
Capability coverage matrixreferences/capability-matrix.md
Full diagnostic report formatreferences/full-diagnostic.md
Individual capability specsreferences/capabilities/*.md (61 files)
VFX containment rulesreferences/vfx-containment.md
Menus, HUD, shop, settings, or other screen UI (load first)skills/shared-patterns/ui-design-judgment.md (game genre conventions win over web defaults), then skills/frontend/frontend/references/distinctive-frontend-design-refs/game-ui-polish.md

Pipeline

SignalReference
Game asset generatorreferences/game-asset-generator.md
Meshy AI 3D modelsreferences/meshyai.md
Fal.ai image generationreferences/fal-ai-image.md
WorldLabs environmentsreferences/worldlabs.md
Asset sources catalogreferences/asset-sources.md
Motion pipelinereferences/motion-pipeline.md
Game audioreferences/game-audio.md
Game QAreferences/game-qa.md
Deploy targetsreferences/deploy.md
Capacitor iOSreferences/capacitor-ios.md

Sprite

SignalReference
Full sprite pipelinereferences/game-sprite-pipeline.md
Backend dispatchreferences/backend-chain.md
Style presetsreferences/style-presets.md
Pixel art patternsreferences/pixel-art-sprites.md
Output formatsreferences/output-formats.md
Prompt rulesreferences/prompt-rules.md
Background removalreferences/bg-removal-local.md
Frame detectionreferences/frame-detection.md
Error catalogreferences/error-catalog.md

Phaser

SignalReference
Full Phaser methodologyreferences/phaser-gamedev.md
Core patterns, scene lifecyclereferences/core-patterns.md
Arcade physicsreferences/arcade-physics.md
Tilemaps and physicsreferences/tilemaps-and-physics.md
Game feel patternsreferences/game-feel-patterns.md
Performance patternsreferences/performance.md

GM

SignalReference
Full GM methodologyreferences/gm-brilliant-implementation.md
Stage contractsreferences/stage-contracts.md
CPU systems harmonyreferences/cpu-systems-harmony.md
Quality gatesreferences/quality-gates.md
Workflow DAGreferences/workflow-dag.md
Anchor alignmentreferences/anchor-alignment.md

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