Reference knowledge for building well-structured browser games. These patterns apply to both Three.js (3D) and Phaser (2D) games.
Works with
AI-first code editor with Composer
Before installing skills in Cursor, ensure your development environment meets these requirements:
node --versiongame-architectureExecute the skills CLI command in your project's root directory to begin installation:
Fetches game-architecture from opusgamelabs/game-creator and configures it for Cursor.
The CLI shows a list of agents. Use arrow keys and space to select Cursor:
Confirm successful installation by checking the skill directory location:
Restart Cursor to activate game-architecture. Access via /game-architecture in your agent's command palette.
We perform automated surface-level scans (Gen AI Scanner, Socket, Snyk) during installation. These checks detect common vulnerabilities but do not guarantee complete security. Always review skill source code and verify the publisher's reputation before production use.
Skills execute code in your environment. Always review source, verify the publisher, and test in isolation before production.
Submit your Claude Code skill and start earning
Create detailed user stories, acceptance criteria, and feature specs
Example
Generate user stories for 'password reset feature' with acceptance criteria, edge cases, and test scenarios
Reduce spec writing time by 50%, ensure comprehensive coverage
Research competitors, compare features, identify gaps
Example
Analyze 5 competitor products, create feature comparison matrix, suggest differentiation opportunities
Complete competitive research in 2 hours instead of 2 days
Evaluate features using frameworks (RICE, ICE, Kano) and create prioritized backlogs
Example
Score 20 feature ideas using RICE framework, generate prioritized roadmap with rationale
0
total installs
0
this week
93
GitHub stars
0
upvotes
Run in your terminal
0
installs
0
this week
93
stars
Reference knowledge for building well-structured browser games. These patterns apply to both Three.js (3D) and Phaser (2D) games.
For detailed reference, see companion files in this directory:
system-patterns.md — Object pooling, delta-time normalization, resource disposal, wave/spawn systems, buff/powerup system, haptic feedback, asset managementCore Loop First: Implement the minimum gameplay loop before any polish. The order is: input -> movement -> fail condition -> scoring -> restart. Only after the core loop works should you add visuals, audio, or juice. Keep initial scope small: 1 scene/level, 1 mechanic, 1 fail condition.
Event-Driven Communication: Modules never import each other for communication. All cross-module messaging goes through a singleton EventBus with predefined event constants.
Centralized State: A single GameState singleton holds all game state. Systems read state directly and modify it through events. No scattered state across modules.
Configuration Centralization: Every magic number, balance value, asset path, spawn point, and timing value goes in Constants.js. Game logic files contain zero hardcoded values.
Orchestrator Pattern: One Game.js class initializes all systems, manages game flow (boot -> gameplay -> death/win -> restart), and runs the main loop. Systems don't self-initialize. No title screen by default — boot directly into gameplay. Only add a title/menu scene if the user explicitly asks for one.
Restart-Safe and Deterministic: Gameplay must survive full restart cycles cleanly. GameState.reset() restores a complete clean slate. All event listeners are removed in cleanup/shutdown. No stale references, lingering timers, leaked tweens, or orphaned physics bodies survive across restarts. Test by restarting 3x in a row — the third run must behave identically to the first.
Clear Separation of Concerns: Code is organized into functional layers:
core/ - Foundation (Game, EventBus, GameState, Constants)systems/ - Engine-level systems (input, physics, audio, particles)gameplay/ - Game mechanics (player, enemies, weapons, scoring)level/ - World building (level construction, asset loading)ui/ - Interface (menus, HUD, overlays)Use domain:action format grouped by feature area:
export const Events = {
// Player
PLAYER_DAMAGED: 'player:damaged',
PLAYER_HEALED: 'player:healed',
PLAYER_DIED: 'player:died',
// Enemy
ENEMY_SPAWNED: 'enemy:spawned',
ENEMY_KILLED: 'enemy:killed',
// Game flow
GAME_STARTED: 'game:started',
GAME_PAUSED: 'game:paused',
GAME_OVER: 'game:over',
// System
ASSETS_LOADED: 'assets:loaded',
LOADING_PROGRESS: 'loading:progress'
};
Always pass structured data objects, never primitives:
// Good
eventBus.emit(Events.PLAYER_DAMAGED, { amount: 10, source: 'enemy', damageType: 'melee' });
// Bad
eventBus.emit(Events.PLAYER_DAMAGED, 10);
Organize state into clear domains:
class GameState {
constructor() {
this.player = { health, maxHealth, speed, inventory, buffs };
this.combat = { killCount, waveNumber, score };
this.game = { started, paused, isPlaying };
}
}
Standard flow for both 2D and 3D games:
Boot/Load -> Gameplay <-> Pause Menu (if requested)
-> Game Over -> Gameplay (restart)
No title screen by default. Games boot directly into gameplay. The Play.fun widget handles score display, leaderboards, and wallet connect in a deadzone at the top of the game, so no in-game score HUD is needed. Only add a title/menu scene if the user explicitly requests one.
physics.add.collider() or physics.add.overlap() has no gameplay effect. Every boundary or obstacle needs explicit collision wiring to the entities it should interact with. After creating any static body, immediately add the collider call.shutdown() causes ghost behavior, double-firing events, and memory leaks after restart.Before considering a game complete, verify all items:
mute-button rulenpm run build succeeds with no errorsMake data-driven prioritization decisions faster
Draft PRDs, status updates, and stakeholder presentations
Example
Create executive summary of Q3 roadmap, monthly progress report, feature launch announcement
Save 3-5 hours/week on communication overhead
Prerequisites
Time Estimate
30-60 minutes to see productivity improvements
Steps
Common Pitfalls
✓ Do
✗ Don't
💡 Pro Tips
✓ Use when
Use for user story writing, competitive research, roadmap prioritization, stakeholder communication, and PRD drafting. Best for reducing repetitive documentation and research work.
✗ Avoid when
Avoid for strategic product vision (requires deep customer empathy), pricing decisions (needs market and financial expertise), or when face-to-face customer discovery is more valuable than speed.
greedychipmunk/agent-skills
omer-metin/skills-for-antigravity
mattpocock/skills
parcadei/continuous-claude-v3
cursor/plugins
ailabs-393/ai-labs-claude-skills
Solid pick for teams standardizing on skills: game-architecture is focused, and the summary matches what you get after install.
game-architecture has been reliable in day-to-day use. Documentation quality is above average for community skills.
game-architecture reduced setup friction for our internal harness; good balance of opinion and flexibility.
game-architecture has been reliable in day-to-day use. Documentation quality is above average for community skills.
game-architecture is among the better-maintained entries we tried; worth keeping pinned for repeat workflows.
Keeps context tight: game-architecture is the kind of skill you can hand to a new teammate without a long onboarding doc.
Registry listing for game-architecture matched our evaluation — installs cleanly and behaves as described in the markdown.
We added game-architecture from the explainx registry; install was straightforward and the SKILL.md answered most questions upfront.
game-architecture fits our agent workflows well — practical, well scoped, and easy to wire into existing repos.
Useful defaults in game-architecture — fewer surprises than typical one-off scripts, and it plays nicely with `npx skills` flows.
showing 1-10 of 56