ホーム/ゲーム開発/game-development
G

game-development

by @sickn33v
4.3(48)

ゲーム開発プロセスを統括し、異なるプラットフォームへのルーティングと適応を行い、効率的なゲームプロジェクト管理を実現します。

game-developmentgame-engineplatform-specific-developmentgame-designasset-managementGitHub
インストール方法
npx skills add sickn33/antigravity-awesome-skills --skill game-development
compare_arrows

Before / After 効果比較

1
使用前

ゲーム開発プロジェクトでは、統一された計画と管理が不足し、チームメンバーが個々に活動するため、開発の進捗が混乱し、リソース配分が不均等になり、テストも不十分で、最終的に製品の品質が基準を満たさなかったり、リリースが遅延したりします。

使用後

ゲーム開発コーディネータースキルを適用することで、プロジェクトはコンセプトからリリースまで構造化されたプロセスに従います。各フェーズの目標、技術選定、チームの役割が明確になり、効率的なコラボレーション、厳格な品質管理、そして高品質なゲーム製品の納期通りの提供が保証されます。

SKILL.md

Game Development

Orchestrator skill that provides core principles and routes to specialized sub-skills.


When to Use This Skill

You are working on a game development project. This skill teaches the PRINCIPLES of game development and directs you to the right sub-skill based on context.


Sub-Skill Routing

Platform Selection

If the game targets...Use Sub-Skill
Web browsers (HTML5, WebGL)game-development/web-games
Mobile (iOS, Android)game-development/mobile-games
PC (Steam, Desktop)game-development/pc-games
VR/AR headsetsgame-development/vr-ar

Dimension Selection

If the game is...Use Sub-Skill
2D (sprites, tilemaps)game-development/2d-games
3D (meshes, shaders)game-development/3d-games

Specialty Areas

If you need...Use Sub-Skill
GDD, balancing, player psychologygame-development/game-design
Multiplayer, networkinggame-development/multiplayer
Visual style, asset pipeline, animationgame-development/game-art
Sound design, music, adaptive audiogame-development/game-audio

Core Principles (All Platforms)

1. The Game Loop

Every game, regardless of platform, follows this pattern:

INPUT  → Read player actions
UPDATE → Process game logic (fixed timestep)
RENDER → Draw the frame (interpolated)

Fixed Timestep Rule:

  • Physics/logic: Fixed rate (e.g., 50Hz)
  • Rendering: As fast as possible
  • Interpolate between states for smooth visuals

2. Pattern Selection Matrix

PatternUse WhenExample
State Machine3-5 discrete statesPlayer: Idle→Walk→Jump
Object PoolingFrequent spawn/destroyBullets, particles
Observer/EventsCross-system communicationHealth→UI updates
ECSThousands of similar entitiesRTS units, particles
CommandUndo, replay, networkingInput recording
Behavior TreeComplex AI decisionsEnemy AI

Decision Rule: Start with State Machine. Add ECS only when performance demands.


3. Input Abstraction

Abstract input into ACTIONS, not raw keys:

"jump"  → Space, Gamepad A, Touch tap
"move"  → WASD, Left stick, Virtual joystick

Why: Enables multi-platform, rebindable controls.


4. Performance Budget (60 FPS = 16.67ms)

SystemBudget
Input1ms
Physics3ms
AI2ms
Game Logic4ms
Rendering5ms
Buffer1.67ms

Optimization Priority:

  1. Algorithm (O(n²) → O(n log n))
  2. Batching (reduce draw calls)
  3. Pooling (avoid GC spikes)
  4. LOD (detail by distance)
  5. Culling (skip invisible)

5. AI Selection by Complexity

AI TypeComplexityUse When
FSMSimple3-5 states, predictable behavior
Behavior TreeMediumModular, designer-friendly
GOAPHighEmergent, planning-based
Utility AIHighScoring-based decisions

6. Collision Strategy

TypeBest For
AABBRectangles, fast checks
CircleRound objects, cheap
Spatial HashMany similar-sized objects
QuadtreeLarge worlds, varying sizes

Anti-Patterns (Universal)

Don'tDo
Update everything every frameUse events, dirty flags
Create objects in hot loopsObject pooling
Cache nothingCache references
Optimize without profilingProfile first
Mix input with logicAbstract input layer

Routing Examples

Example 1: "I want to make a browser-based 2D platformer"

→ Start with game-development/web-games for framework selection → Then game-development/2d-games for sprite/tilemap patterns → Reference game-development/game-design for level design

Example 2: "Mobile puzzle game for iOS and Android"

→ Start with game-development/mobile-games for touch input and stores → Use game-development/game-design for puzzle balancing

Example 3: "Multiplayer VR shooter"

game-development/vr-ar for comfort and immersion → game-development/3d-games for rendering → game-development/multiplayer for networking


Remember: Great games come from iteration, not perfection. Prototype fast, then polish.

ユーザーレビュー (0)

レビューを書く

効果
使いやすさ
ドキュメント
互換性

レビューなし

統計データ

インストール数2.5K
評価4.3 / 5.0
バージョン
更新日2026年5月21日
比較事例1 件

ユーザー評価

4.3(48)
5
23%
4
52%
3
23%
2
2%
1
0%

この Skill を評価

0.0

対応プラットフォーム

🔧Claude Code
🔧OpenClaw
🔧OpenCode
🔧Codex
🔧Gemini CLI
🔧GitHub Copilot
🔧Amp
🔧Kimi CLI

タイムライン

作成2026年3月16日
最終更新2026年5月21日