Agent skill

Game Dev

by notque in notque/vexjoy-agent

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

MITAuto-check: notesGame Development

Install Game Dev

skills CLI
$ npx skills add notque/vexjoy-agent --skill game-dev -a claude-code

Project install by default; add -g for ~/.claude/skills/.

GitHub CLI
$ gh skill install notque/vexjoy-agent game-dev --agent claude-code

Project scope by default; add --scope user for a personal install. Needs GitHub CLI 2.90.0 or later (public preview).

Manual copy
$ git clone --depth 1 https://github.com/notque/vexjoy-agent.git skills-src && mkdir -p .claude/skills && cp -r skills-src/skills/game/game-dev .claude/skills/game-dev && rm -rf skills-src

Use ~/.claude/skills/ instead of .claude/skills for a personal install. The folder must contain SKILL.md.

Claude Code skills documentation · loads skills from .claude/skills/

Facts

Skill name
game-dev
GitHub stars
435
Token cost
~2.8k tokens
SKILL.md length
963 words
Files
166 (incl. scripts, references)
Skills in repo
61
Repo updated
First seen
Licence
MIT

At a glance

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

  • Works in 6 steps: SCAFFOLD → ASSETS → DESIGN → …
  • Tasks that involve Game development
  • SKILL.md covers Mode Selection, Design Mode, Pipeline Mode and Sprite Mode, plus 3 more sections
  • Tasks that involve Game assets and audio

What it does

Game Dev is an agent skill from notque/vexjoy-agent. Game development: design, asset pipelines, Phaser, vanilla JS frontend, GM mode, match booking.

Its SKILL.md is about 2.8k tokens, which your agent loads only when the skill is triggered. The skill folder holds 167 other files, including scripts and reference files (for example `references/anchor-alignment.md`, `references/animate-scaffolds.md` and `references/arcade-physics.md`).

It sits in Game Development, covering Game development and Game assets and audio. It works with JavaScript. The repository describes itself as: VexJoy AI Agent with Jev Intelligent Routing - /do routes plain-English requests to the right specialist agent and gates the work with reviews, tests, and a learning loop. The licence is MIT.

When your agent uses it

  • Tasks that involve Game development
  • Tasks that involve Game assets and audio

Example prompts

  • “/game-dev”

Requirements

  • Pre-approved tools (allowed-tools): Read, Write, Edit, Bash, Grep, Glob, Task, Skill

Workflow steps

6 steps, taken from the step headings in SKILL.md.

  1. SCAFFOLD
  2. ASSETS
  3. DESIGN
  4. AUDIO
  5. QA
  6. DEPLOY

What it can do on your machine

Read from SKILL.md and the folder at commit 5218674. It shows what the files ask for, not the result of running them.

  • Tool permissions

    Pre-approves these tools, so the agent can use them without asking each time:

    • Read
    • Write
    • Edit
    • Bash
    • Grep
    • Glob
    • Task
    • Skill

    From allowed-tools in the SKILL.md frontmatter.

  • Runs code

    Ships 1 file in scripts/, which the agent can run.

    From the folder's file list and the shell code blocks in SKILL.md.

  • Network

    No URLs in SKILL.md.

    From URLs in SKILL.md, links to its own repository left out.

  • Credentials

    Names no API keys, tokens, secrets or passwords.

    From names ending in _API_KEY, _TOKEN, _SECRET, _KEY or _PASSWORD in SKILL.md.

Context cost

Game Dev loads about 2.8k tokens when it runs, and up to ~187k if it reads all its reference files. Until then it costs about 26 tokens; SKILL.md has 963 words of instructions outside code blocks.

Always · name and description, kept in context so the agent knows when to use it
~26
When it runs · the whole SKILL.md, loaded when a task matches
~2.8k
With references · SKILL.md plus every file in references/, read only if the agent opens them
~187k

Estimates: characters ÷ 4, the usual rule of thumb; real counts depend on the model's tokenizer. Scripts and assets cost tokens only if the agent reads them.

Safety

Auto-check: notes

The automated check noted patterns worth knowing about, such as sudo or a known installer.

  • NotePre-approves every shell command (allowed-tools: Bash)SKILL.md
    allowed-tools: Read, Write, Edit, Bash, Grep, Glob, Task, Skill

Automated static check — not a guarantee. Review scripts before installing. It scans the text of SKILL.md for risky patterns (piping downloads into a shell, reading credential files, hidden Unicode, destructive commands); the scripts in this folder are not scanned.

SKILL.md

The full file from notque/vexjoy-agent at commit 5218674, republished under its MIT licence (© notque). 963 words, ~2,811 tokens.

Download SKILL.mdSave it as .claude/skills/game-dev/SKILL.md (or your agent's skills folder). This skill also uses 165 other files; get the full folder from GitHub.
name
game-dev
description
Game development: design, asset pipelines, Phaser, vanilla JS frontend, GM mode, match booking.
allowed-tools
Read, Write, Edit, Bash, Grep, Glob, Task, Skill
agent
project-coordinator-engineer
user-invocable
true
routing.force_route
true
routing.not_for
non-game frontend (use frontend), non-game backend (use workflow)
routing.triggers
game design, game design audit, game improvement, core loop, game feel, game balance, game economy, make game, game pipeline, game audio, deploy game, phaser…
routing.pairs_with
frontend, workflow
routing.complexity
Comprehensive
routing.category
game-development

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

Show full SKILL.md (390 more words)Show less

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

© notque, MIT. Rendered from Markdown: HTML in the file is shown as text, images as links, and headings moved down two levels. Raw file

Files

SKILL.md and 165 other files (scripts, references) in skills/game/game-dev of notque/vexjoy-agent.

  • SKILL.md
  • references/anchor-alignment.md
  • references/animate-scaffolds.md
  • references/arcade-physics.md
  • references/artifacts-and-prototyping.md
  • references/asset-sources.md
  • references/audit-and-red-team.md
  • references/autonomous-improvement.md
  • references/backend-chain.md
  • references/bg-removal-local.md
  • references/build-scaffolds.md
  • references/capabilities/01-design-red-team-audit.md
  • references/capabilities/02-emotional-canvas-moodboard.md
  • references/capabilities/03-game-design-attribution-audit.md
  • references/capabilities/04-game-design-bartle-archetype-audit.md
  • references/capabilities/05-game-design-big-five-personality-audit.md
  • references/capabilities/06-game-design-brainstorm-methods.md
  • references/capabilities/07-game-design-core-loop-extractor.md
  • references/capabilities/08-game-design-craft-critique.md
  • … and 147 more

Open the folder on GitHubat commit 5218674

Compare with similar skills

Game Dev next to the 5 skills that share the most tags, products or categories with it. Stars are the repository's; “used in” counts other GitHub owners with a copy.

Game Dev compared with similar skills
SkillStarsUsed inTokensAuto-checkLicenceRepo updated
Game Dev this skillnotque/vexjoy-agent435—~2.8kAutomated safety check: NotesMIT
Text To 3D AssetLaurentiuGabriel/unreal-game-assets-creation-skill146—~2.1kAutomated safety check: PassNone
Kiln Author Assetinstruktlabs/kiln239—~4kAutomated safety check: PassMIT
Scenario Godot Performance Exportscenario-labs/skills898—~5.1kAutomated safety check: NotesMIT
Godot Assets Pipelinejame581/GodotPrompter792—~3.6kAutomated safety check: PassMIT
Godot Audio Systemjame581/GodotPrompter792—~3.7kAutomated safety check: PassMIT

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Works with

Questions about Game Dev

What does Game Dev do?

Game development: design, asset pipelines, Phaser, vanilla JS frontend, GM mode, match booking. Game Dev is an agent skill from notque/vexjoy-agent. Game development: design, asset pipelines, Phaser, vanilla JS frontend, GM mode, match booking.

When should I use Game Dev?

Game Dev fits situations like: tasks that involve Game development; tasks that involve Game assets and audio.

How do I install Game Dev in Claude Code?

Run `npx skills add notque/vexjoy-agent --skill game-dev -a claude-code`. Or copy the skill folder (skills/game/game-dev in notque/vexjoy-agent) into .claude/skills/game-dev in your project. Claude Code loads it when a task matches its description.

How do I install Game Dev in Codex?

Run `npx skills add notque/vexjoy-agent --skill game-dev -a codex`. Or copy the skill folder (skills/game/game-dev in notque/vexjoy-agent) into .agents/skills/game-dev in your project. Codex loads it when a task matches its description.

Can I use Game Dev in Cursor, Gemini CLI or GitHub Copilot?

Cursor, Gemini CLI, GitHub Copilot and OpenCode also load SKILL.md folders. With the skills CLI, run `npx skills add notque/vexjoy-agent --skill game-dev -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/game-dev, .gemini/skills/game-dev, .github/skills/game-dev and .opencode/skills/game-dev in your project.

What does Game Dev need to run?

SKILL.md names no scripts, command-line tools or credentials: Game Dev is instructions for the agent only. Its frontmatter pre-approves these tools: Read, Write, Edit, Bash, Grep, Glob, Task, Skill.

Does Game Dev access the network?

SKILL.md contains no URLs. Any network use would come from the scripts or tools the agent runs. This is read from the text; nothing was executed.

Is Game Dev safe to install?

Our automated static check of SKILL.md found notes only (pre-approves every shell command (allowed-tools: bash)), nothing it rates as a warning. It is not a guarantee. The check reads SKILL.md only: the scripts in the folder are not scanned, so read them before running anything.

What licence does Game Dev use?

Game Dev is published under the MIT licence (the repository's licence). It allows redistribution, so the full SKILL.md is shown on this page.

How many tokens does Game Dev use?

About 2.8k tokens (SKILL.md is roughly 11k characters). Agents keep only the skill's name and description in context until a task matches; then they load SKILL.md in full. Its references folder adds about 184k tokens, read only when the agent opens those files.

What are the alternatives to Game Dev?

Skills that share tags, products or a category with Game Dev: Text To 3D Asset (LaurentiuGabriel/unreal-game-assets-creation-skill, 146 stars), Kiln Author Asset (instruktlabs/kiln, 239 stars), Scenario Godot Performance Export (scenario-labs/skills, 898 stars) and Godot Assets Pipeline (jame581/GodotPrompter, 792 stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.

Who maintains Game Dev?

notque (a GitHub user) maintains it in notque/vexjoy-agent, which has 435 GitHub stars. The repository holds 61 skills in this directory. The repository was last updated on October 3, 2026.

Source: notque/vexjoy-agent on GitHub. Facts on this page come from the repository at the commit we read; the author's words are quoted as theirs.