Game Skill Orchestration
Core Workflow
- Classify the request by outcome, not by keywords alone: prototype, production feature, design doc, creative direction, review, refactor, asset plan, implementation, validation, or pitch.
- Select the smallest useful set of game skills. Combine skills only when the work genuinely crosses discipline boundaries.
- Write an outcome-first brief before detailed work when the task is broad:
- Desired player experience
- Concrete deliverable
- Target platform/engine
- Constraints and allowed side effects
- Acceptance criteria
- Evidence or validation required
- Open questions that materially affect the outcome
- Route domain work to the relevant skill references, then synthesize decisions into one coherent plan or artifact.
- Define validation depth based on risk: concept sanity check, checklist review, prototype test, playtest script, technical test, performance check, accessibility review, or production-readiness review.
- Keep outputs compact and structured. Use tables, checklists, and short specs when they make decisions easier to compare.
Cross-Skill Support
- Use
product-brainstorming-planningbefore this skill when the game idea is vague, exploratory, or not yet ready for a feature brief. - Use
game-playtesting-usabilitywhen design decisions need player evidence, usability findings, difficulty feedback, onboarding clarity, or playtest reports. - Use
experiment-design-validationwhen a game feature, onboarding change, monetization idea, or retention hypothesis should be tested before broad rollout. - Use
customer-research-validationwhen a game audience, player motivation, or demand assumption needs structured research. - Use
competitive-market-researchwhen genre, competitor, pricing, Steam/itch page, feature, or market-positioning evidence should inform decisions. - Use
accessibility-inclusive-designwhen game UI, controls, subtitles, motion, difficulty assists, remapping, or inclusive play needs accessibility review. - Use
pricing-packaging-strategywhen monetization, DLC, tiers, subscriptions, donations, pay-what-you-want, or storefront pricing needs structured pricing decisions. - Use
product-analytics-instrumentationwhen game telemetry, funnels, onboarding/retention metrics, playtest instrumentation, event taxonomy, or analytics QA is needed. - Use
qa-test-strategywhen game release quality, regression coverage, platform/device coverage, compatibility, or acceptance gates need structure. - Use
release-launch-readinesswhen publishing, launch, rollout, rollback, support, monitoring, or post-launch review needs coordination. - Use
visual-ui-ux-auditwithgame-ui-design,game-threejs-development, orgame-phaser-developmentwhen browser screenshots or interactive states should drive critique. - Use
react-next-performance-optimizationwhen a web-based game shell, landing page, editor, dashboard, or launcher uses React/Next.js. - Use
concise-technical-writingfor compact game design docs, changelogs, release notes, itch.io page copy, PR summaries, and implementation summaries. - Use
skill-evaluation-iterationwhen improving the game skillset itself or testing whether a game skill changes output quality.
Skill Routing
- Use
game-3d-developmentfor gameplay code, scene architecture, cameras, physics, animation integration, composition, and real-time 3D systems. - Use
game-3d-asset-designfor game-ready assets, props, environments, modular kits, pivots, collision, materials, textures, LODs, and handoff. - Use
game-3d-model-designfor mesh construction, topology, retopology, UVs, normals, baking, deformation, and cleanup. - Use
game-character-designfor playable characters, NPCs, enemies, creatures, silhouettes, costumes, factions, and readability. - Use
game-sprite-designfor 2D sprites, sprite sheets, pixel art, tile sets, animation frames, UI icons, VFX sprites, atlases, pivots, and Phaser/HTML5-ready 2D assets. - Use
game-content-designfor levels, quests, missions, encounters, progression, rewards, tutorials, puzzles, and economies. - Use
game-story-flowfor narrative arcs, branching, dialogue structure, player choice, lore delivery, and consequence mapping. - Use
game-ui-designfor HUDs, menus, inventory, dialogue UI, controller navigation, accessibility, and interface flows. - Use
game-multiplayer-designfor client/server architecture, replication, prediction, authority, lobbies, matchmaking, and network testing. - Use
game-social-systems-developmentfor chat, friends, parties, guilds, presence, reporting, blocking, privacy, moderation, and trust/safety. - Use
game-sound-designfor SFX, Foley, ambience, UI audio, spatial audio, procedural audio, mix behavior, and audio events. - Use
game-music-soundtrack-designfor themes, motifs, adaptive music, stems, loops, transitions, soundtrack generation, and music systems. - Use
game-cinematic-cutscene-designfor cutscenes, intro videos, trailers, storyboards, shot lists, camera blocking, timelines, and render/export. - Use
game-threejs-developmentfor Three.js 3D browser games, WebGL render loops, GLB/GLTF loading, browser performance, and HTML5 3D publishing. - Use
game-phaser-developmentfor Phaser 2D HTML5 games, scenes, sprites, tilemaps, Arcade/Matter physics, input, cameras, and browser/mobile QA. - Use
itch-html5-game-publishingfor itch.io browser-game packaging, ZIP requirements, embed settings, mobile flags, donations, pay-what-you-want pricing, and launch pages.
GPT-5.5-Aligned Skill Use
When using a GPT-5.5-class model or later:
- Prefer outcome-first instructions over long step-by-step instructions unless the process itself is mandatory.
- State success criteria, stopping rules, allowed edits, evidence expectations, and output shape.
- Keep stable context first and dynamic user/project details last when designing repeatable prompts or skill artifacts.
- Use reasoning effort intentionally: lower effort for bounded edits or simple routing; medium for normal multi-step work; high or xhigh for complex architecture, deep reviews, or cross-discipline synthesis.
- Prefer structured outputs or explicit schemas for machine-consumed artifacts.
- Use tools and references deliberately; do not research or inspect files beyond what the acceptance criteria require.
- Verify latest model guidance from official OpenAI docs when the user asks about current models, migrations, pricing, or availability.
Multi-Discipline Output Contract
For broad game work, return:
- Goal and player-facing promise
- Selected skills and why they matter
- Assumptions and constraints
- Proposed design/technical approach
- Concrete deliverables
- Acceptance criteria
- Validation plan
- Risks and unresolved decisions
References
- Read
references/game-skillset-index.mdwhen deciding which local game skills to combine. - Read
references/gpt-5-5-skill-guidance.mdwhen updating skills, prompts, or workflows for GPT-5.5-era model behavior.