skills/game/game-pipeline/SKILL.md
Game lifecycle orchestrator: scaffold, assets, audio, QA, deploy.
npx skillsauth add notque/claude-code-toolkit game-pipelineInstall this skill globally with one command. Works with Claude Code, Cursor, and Windsurf.
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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 |
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 output
assets_index.json format:
{
"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:
// 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
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.
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:
// src/AudioManager.js
let ctx = null;
export function getCtx() {
if (!ctx) ctx = new AudioContext();
return ctx;
}
AudioBridge — wire to EventBus:
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.
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):
python3 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:
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:
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):
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.
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 |
documentation
Document translation: quick/normal/refined modes with chunked parallel subagents and glossary support.
development
AI image generation: Gemini and Nano Banana backends; single/series/batch workflows with prompt-to-disk.
testing
Unified voice content generation pipeline with mandatory validation and joy-check. 13-phase pipeline: LOAD, GROUND, STATS-CHECKPOINT, GENERATE, HOOK-GATE, VALIDATE, REFINE, VARIETY-GATE, JOY-CHECK, ANTI-AI, CLOSE-GATE, OUTPUT, CLEANUP. Use when writing articles, blog posts, or any content that uses a voice profile. Use for "write article", "blog post", "write in voice", "generate content", "draft article", "write about".
documentation
Critique-and-rewrite loop for voice fidelity validation.