# Build Game

> Build a game — an application whose features model game state, rules, and rendering.

- Skill: `adobe/build-game` (Agent Skill)
- Install (CLI): `npx skillmds@latest add adobe/build-game`
- Raw SKILL.md: https://api.skillmd.com/api/skills/adobe/build-game/raw
- Safety review: pending
- Works with: Claude Code, Claude.ai, OpenAI Codex
- Category: AI & ML
- Author: Adobe (https://skillmd.com/u/adobe)
- Updated: 2026-09-17
- Page: https://skillmd.com/skills/adobe/build-game

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/build-application — a game is an application.

Map game concepts to feature layers: data/ = state + rules (+ per-tick step math),
components/archetypes = entity kinds, indexes = spatial/lookup queries,
transactions = moves/spawns, computed = score/status/winner, ui = view + input.

- **Turn-based** uses the reactive transaction → computed → ui loop, no systems
  (see data-lit-tictactoe).
- **Real-time** adds the `build-systems` phase: a per-frame tick loop (movement,
  collision, lifetime) driven by the scheduler, over many entities in distinct
  archetypes. Systems must stay O(1) per touched entity — never project the whole
  `State` into/out of the store each frame (see `features/services/main-service/systems.md`).
  This is where components, archetypes, indexes, and systems all carry real
  weight.

