Agent skill

game-pipeline

Game lifecycle orchestrator: scaffold, assets, audio, QA, deploy.

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Install this agent skill to your Project

npx add-skill https://github.com/notque/claude-code-toolkit/tree/main/skills/game-pipeline

SKILL.md

Game Pipeline Skill

Overview

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. Do NOT use for Unity/Godot/native engines, non-game web apps, or server-side logic.


Instructions

Entry Point Detection

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.


Phase 1: SCAFFOLD

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 output

assets_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.


Phase 2: ASSETS

Goal: Source or generate game assets and register them in the asset manifest.

Step 1: Audit what exists

bash
ls 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.


Phase 3: DESIGN

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.


Phase 4: AUDIO

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:

javascript
import { 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.


Phase 5: QA

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):

bash
python3 skills/game-pipeline/scripts/imgdiff.py baseline.png current.png
python3 skills/game-pipeline/scripts/with_server.py "npx playwright test"

Test seam — inject into game bootstrap:

javascript
const 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:

  1. Take baseline: npx playwright screenshot --save-as baseline.png
  2. Make change
  3. Diff: python3 skills/game-pipeline/scripts/imgdiff.py baseline.png current.png
  4. RMS > 5.0 means investigate the diff image

Gate: At least 1 Playwright test passes. Visual baseline captured. Canvas test seam exists.


Phase 6: DEPLOY

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):

bash
npm 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.


Error Handling

Error: AudioContext Blocked

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.

Error: Playwright Can't Interact With Canvas

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.

Error: imgdiff.py FAIL With Unexpected Diff

Cause: Font rendering or anti-aliasing differences between platforms Fix: python3 skills/game-pipeline/scripts/imgdiff.py a.png b.png --tolerance 10.0. If still failing, retake baseline on the same platform.

Error: Capacitor iOS Build Fails

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.

Error: Assets Missing After Deploy

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.

Error: Promo Video Looks Choppy

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.


References

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

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