web-game-development

Use this skill when the real question is "which upstream Three.js/browser game-development skill should own this task, and how do I get it installed?"

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Agent Skills format with YAML frontmatter. Claude Code reads it as-is.

---
name: "web-game-development"
description: "Use this skill when the real question is \"which upstream Three.js/browser game-development skill should own this task, and how do I get it installed?\""
license: "MIT"
---

# Web Game Development

Use this skill when the real question is **"which upstream Three.js/browser game-development skill should own this task, and how do I get it installed?"**

This is a **routing pack**, not a reimplementation. The 19 real sub-skills live
upstream at [MengTo/Skills](https://github.com/MengTo/Skills/tree/main/agent-skills/game-development).
The job here is to:

1. classify the task honestly against the 19 sub-skills,
2. pick the single narrowest match (combine only when the task truly crosses a
   documented boundary),
3. fetch that sub-skill locally if it is not already installed,
4. sequence multi-skill work along the game lifecycle, and
5. route out to this repo's non-Three.js skills when they are the real owner.

Read [references/skill-routing-table.md](references/skill-routing-table.md) for
the full 19-skill decision table with upstream-grounded "use when" lines and
boundary notes.
Read [references/lifecycle-and-handoffs.md](references/lifecycle-and-handoffs.md)
for the prototype → systems → content → assets → feel → perf → QA → release
ordering and which sub-skills own each stage.
Read [references/route-outs.md](references/route-outs.md) before routing to
`unity-gamedev-skill-pack`, `game-performance-profiler`, `game-ci-cd-pipeline`,
`game-build-log-triage`, `game-demo-feedback-triage`, `steam-store-launch-ops`,
or `perfectpixel`.

## Explicit boundary against `unity-gamedev-skill-pack`

`unity-gamedev-skill-pack` curates external **Unity/C#** skill packs
(Addressables, Cinemachine, GAS, VContainer, UniTask, Wwise). This skill,
`web-game-development`, routes into the **Three.js / browser** game-development
family instead. If the engine is Unity or Unreal, stop here and use
`unity-gamedev-skill-pack` (or the engine-specific Unity/Unreal skills such as
`game-performance-profiler`, `game-ci-cd-pipeline`, `game-build-log-triage`
described in [references/route-outs.md](references/route-outs.md)). Do not
apply Three.js-authored sub-skill guidance to a Unity project or vice versa.

## When to use this skill

- The task is building, extending, or auditing a Three.js/browser action game
- You need to pick between two or more upstream game-development sub-skills
  and are not sure which one is narrowest
- The upstream sub-skill needed for the task is not yet installed locally
- You are sequencing a multi-stage slice (e.g. new enemy type touching content,
  rig, AI, combat, and VFX skills) and need the right order and boundaries
- You need an honest route-out to a Unity, generic-perf, CI/CD, build-log,
  demo-feedback, Steam-marketing, or sprite-generation skill instead

## When not to use this skill

- **The engine is Unity or Unreal** → use `unity-gamedev-skill-pack` (or the
  Unity/Unreal-specific skills in `references/route-outs.md`)
- **The task is generic web-app performance, not gameplay** → use
  `game-performance-profiler`'s non-game sibling or a general perf skill
- **The task is designing CI/CD or diagnosing a red build log** → use
  `game-ci-cd-pipeline` or `game-build-log-triage`
- **The task is triaging playtest/demo feedback into a fix list** → use
  `game-demo-feedback-triage`
- **The task is Steam store-page, wishlist, or launch-window strategy** → use
  `steam-store-launch-ops`
- **The task is generating 2D pixel-art sprite sheets from a text prompt** →
  use `perfectpixel`

## Instructions

### Step 1: Classify the request against the 19-skill table

Use [references/skill-routing-table.md](references/skill-routing-table.md).
Name the single narrowest sub-skill. If two skills seem to match, re-read the
"Important boundaries" rules there before combining them — most apparent
overlaps (enemy systems vs monster rig vs AI, combat vs encounters, hybrid
assets vs Vesperfall review vs VFX/audio, test-playable vs ship) are actually
one skill each owning a distinct concern.

### Step 2: Check whether the matched sub-skill is installed

```bash
ls "${SKILLS_ROOT:-$HOME/.agents/skills}" | grep -x "<matched-skill-name>" || echo "not installed"
```

### Step 3: Fetch the sub-skill if missing

Use `scripts/fetch-upstream-skills.sh`, which sparse-checkouts only
`agent-skills/game-development` from `https://github.com/MengTo/Skills.git`
and copies the requested sub-skill folder(s) into
`${SKILLS_ROOT:-$HOME/.agents/skills}` without deleting anything already there.

```bash
scripts/fetch-upstream-skills.sh --skill build-threejs-enemy-systems --skill tune-enemy-ai
```

Or fetch the entire family:

```bash
scripts/fetch-upstream-skills.sh --all
```

Always run with `--dry-run` first when the outcome is uncertain.

### Step 4: Sequence multi-skill work along the lifecycle

Use [references/lifecycle-and-handoffs.md](references/lifecycle-and-handoffs.md)
to order work: prototype → systems → content → assets → feel → perf → QA →
release. Do not build VFX/audio polish before the underlying system (combat,
encounter, enemy) is defined; do not ship before test-playable proof exists.

### Step 5: Route out honestly when this pack is not the right owner

Use [references/route-outs.md](references/route-outs.md). State the target
skill name and the one-line reason before handing off.

## Output format

Return a short **routing packet**:

```markdown
## Routing packet
- Matched sub-skill(s): <name(s)>
- Why this is narrowest: <one line, grounded in the routing table>
- Installed? <yes/no> — fetch command if no
- Lifecycle stage: <prototype|systems|content|assets|feel|perf|qa|release>
- Route-out (if any): <skill name + reason>
```

## Examples

### Example 1: New enemy type end to end

**Input**
> Add a new ranged enemy archetype with its own moveset, rig, AI behavior, and
> impact VFX to our Three.js ARPG.

**Output sketch**
- Matched sub-skills: `build-threejs-enemy-systems` (content/moveset contract)
  → `build-game-monster-system` (rig/socket/collider conformance) →
  `tune-enemy-ai` (perception/intent/attack choice) → `create-game-vfx`
  (impact feedback)
- Boundary note: enemy-systems owns portable content, monster-system owns rig
  conformance, tune-enemy-ai owns behavior — none of the three substitute for
  another
- Lifecycle stage: systems → content → feel

### Example 2: Mobile HUD regression

**Input**
> Our inventory drag-and-drop is broken on touch and the HUD overlaps the
> action buttons in portrait.

**Output sketch**
- Matched sub-skills: `build-mobile-threejs-games` (touch/HUD/orientation),
  `build-game-inventory` (drag/drop, non-drag alternatives)
- Lifecycle stage: content/feel, then QA
- Route-out: none — stays inside this pack

### Example 3: Unity project mistakenly routed here

**Input**
> Our Unity Addressables build keeps failing before a Steam release, fix it.

**Output sketch**
- Route-out: `unity-gamedev-skill-pack` (engine is Unity/C#, not Three.js) and
  `game-build-log-triage` for the failing build
- Do not apply any of the 19 Three.js sub-skills here

## Best practices

1. Start with the narrowest sub-skill; only combine skills when a documented
   boundary genuinely requires it.
2. Fetch sub-skills through `scripts/fetch-upstream-skills.sh` rather than
   hand-copying files, so provenance and sparse-checkout scope stay clean.
3. Never invent sub-skill content — this pack only routes; the upstream
   `SKILL.md` is the source of truth once fetched.
4. Sequence work along the lifecycle so polish (VFX/audio) never precedes the
   system it communicates.
5. Route out to Unity, perf, CI/CD, build-log, demo-feedback, Steam, or sprite
   skills honestly instead of stretching this pack to cover them.
6. Keep `--dry-run` as the default first run of the fetch script in unfamiliar
   environments.

## References

- [Skill Routing Table](references/skill-routing-table.md)
- [Lifecycle and Handoffs](references/lifecycle-and-handoffs.md)
- [Route-outs](references/route-outs.md)
- [MengTo/Skills game-development family](https://github.com/MengTo/Skills/tree/main/agent-skills/game-development)

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