Astra Game Crafting Skill
This skill operationalizes the core design principles, prompt architectures, and verification standards discovered in high-performance Astra 3D game generations (originating from awesome-astra-prompts).
When building games with AI agents, the single most common failure is producing a static, non-interactive diorama with mock buttons. This skill enforces the Astra Standard: an end-to-end closed game loop, multi-system architectural decomposition, and autonomous critic-and-correction testing.
The Core Astra Axioms
The Closed Game Loop Contract:
Every game must implement a complete, playable state machine:
$$\text{START} \longrightarrow \text{CONTROLS / ONBOARD} \longrightarrow \text{PLAY LOOP} \longrightarrow \text{WIN / LOSS / SCORE} \longrightarrow \text{RESTART}$$
No dummy UI buttons, no non-interactive mockups, and no broken reset loops.
The 7-System Prompt & Code Decomposition:
A robust game cannot be created with vague prompts like "make a 3D game". Every game build must specify and implement:
- System 1: Gameplay Mechanics & Failure States (rules, scoring, physics, win/loss triggers).
- System 2: Controls & Input Mapping (keybindings, analog feel, mouse-look/pointer-lock, touch fallback).
- System 3: Camera Rig & Viewport Feel (chase camera with deadzone, top-down angled follow, orbit clamp).
- System 4: HUD & Telemetry (real-time telemetry, airspeed/altitude/health, objective banners, restart overlay).
- System 5: Environment & Art Direction (cohesive palette, foreground/midground/background hierarchy, lighting passes).
- System 6: VFX, Juice & Audio Synchronization (particles, screen shake, speed lines, audio time-sync).
- System 7: Technical Constraints & Performance (single clock loop, seeded RNG,
InstancedMesh, 60fps target).
Autonomous Critic-and-Correction Loop:
Do not declare a game "finished" just because code compiles. The agent must:
- Verify that canvas/window resize works responsively.
- Confirm player input drives continuous physics without clipping into bounds.
- Verify game-over conditions trigger the score screen and the restart button cleanly resets all state without memory leaks.
Quick Reference Matrix
| When the user asks for: |
Consult Reference Guide: |
| A complete, playable loop / fixing static dioramas |
Game Loop Contract |
| Crafting optimal game prompts or structuring systems |
Prompt Architectures |
| Flight Sim, Kart Racer, Action RPG, or Voxel World |
Genre Blueprints |
| Three.js / WebGPU / Godot 4 / Unity / Roblox setup |
Engine Pipelines |
Automated 3D modeling with headless Blender bpy |
Blender Asset Pipeline |
| Playtesting, collision checks, fixing camera clipping |
Verification & Critic Loop |
| Inspiration from top Astra prompts & source repos |
Curated Catalog |
Agent Operational Workflow
When tasked with building or refactoring a game:
Step 1: Clarify & Select Genre Blueprint
└── Consult references/genre-blueprints.md (Flight Sim, Kart, ARPG, Diorama, Arcade)
Step 2: Establish the 7-System Architecture
└── Consult references/prompt-architectures.md (Input, Camera, HUD, Physics, Art, Loop)
Step 3: Select Engine Target & Pipeline
└── Consult references/engine-pipelines.md (Three.js WebGL/WebGPU, Godot 4, Unity, Roblox)
Step 4: Implement Core Playable Loop
└── Consult references/game-loop-contract.md (Enforce Boot -> Play -> Score -> Reset)
Step 5: Run Autonomous Critic-and-Correction Loop
└── Consult references/verification-critic-loop.md (Self-test inputs, bounds, console, camera)
Interactive Examples
- Browser Flight Simulator: Single-file Three.js flight simulator featuring aerodynamic physics, aviation HUD, runway approach, crash/landing scoring, and clean replay loop.
- Action RPG Combat Arena: Top-down 3D arena featuring directional slashing, rolling, boss AI telegraphs, player health/cooldown HUD, and victory/defeat cycles.
1---2name: astra-game-crafting3description: Comprehensive best practices, game loop specifications, prompt architectures, and visual verification workflows derived from Awesome Astra Prompts. Use when creating or iterating on 3D games, playable browser experiences (Three.js/WebGPU), game engine projects (Godot 4, Unity, Unreal, Roblox), flight/vehicle simulators, action RPGs, procedural dioramas, or headless Blender asset pipelines with agy.4---56# Astra Game Crafting Skill78This skill operationalizes the core design principles, prompt architectures, and verification standards discovered in high-performance Astra 3D game generations (originating from [awesome-astra-prompts](https://github.com/TripoGrowthLab/awesome-astra-prompts)).910When building games with AI agents, the single most common failure is producing a **static, non-interactive diorama with mock buttons**. This skill enforces the **Astra Standard**: an end-to-end closed game loop, multi-system architectural decomposition, and autonomous critic-and-correction testing.1112---1314## The Core Astra Axioms15161. **The Closed Game Loop Contract**:17 Every game must implement a complete, playable state machine:18 $$\text{START} \longrightarrow \text{CONTROLS / ONBOARD} \longrightarrow \text{PLAY LOOP} \longrightarrow \text{WIN / LOSS / SCORE} \longrightarrow \text{RESTART}$$19 No dummy UI buttons, no non-interactive mockups, and no broken reset loops.20212. **The 7-System Prompt & Code Decomposition**:22 A robust game cannot be created with vague prompts like "make a 3D game". Every game build must specify and implement:23 - **System 1: Gameplay Mechanics & Failure States** (rules, scoring, physics, win/loss triggers).24 - **System 2: Controls & Input Mapping** (keybindings, analog feel, mouse-look/pointer-lock, touch fallback).25 - **System 3: Camera Rig & Viewport Feel** (chase camera with deadzone, top-down angled follow, orbit clamp).26 - **System 4: HUD & Telemetry** (real-time telemetry, airspeed/altitude/health, objective banners, restart overlay).27 - **System 5: Environment & Art Direction** (cohesive palette, foreground/midground/background hierarchy, lighting passes).28 - **System 6: VFX, Juice & Audio Synchronization** (particles, screen shake, speed lines, audio time-sync).29 - **System 7: Technical Constraints & Performance** (single clock loop, seeded RNG, `InstancedMesh`, 60fps target).30313. **Autonomous Critic-and-Correction Loop**:32 Do not declare a game "finished" just because code compiles. The agent must:33 - Verify that canvas/window resize works responsively.34 - Confirm player input drives continuous physics without clipping into bounds.35 - Verify game-over conditions trigger the score screen and the restart button cleanly resets all state without memory leaks.3637---3839## Quick Reference Matrix4041When the user asks for: | Consult Reference Guide:42:---|:---43A complete, playable loop / fixing static dioramas | [Game Loop Contract](references/game-loop-contract.md)44Crafting optimal game prompts or structuring systems | [Prompt Architectures](references/prompt-architectures.md)45Flight Sim, Kart Racer, Action RPG, or Voxel World | [Genre Blueprints](references/genre-blueprints.md)46Three.js / WebGPU / Godot 4 / Unity / Roblox setup | [Engine Pipelines](references/engine-pipelines.md)47Automated 3D modeling with headless Blender `bpy` | [Blender Asset Pipeline](references/blender-asset-pipeline.md)48Playtesting, collision checks, fixing camera clipping | [Verification & Critic Loop](references/verification-critic-loop.md)49Inspiration from top Astra prompts & source repos | [Curated Catalog](references/catalog-curated.md)5051---5253## Agent Operational Workflow5455When tasked with building or refactoring a game:5657```58Step 1: Clarify & Select Genre Blueprint59 └── Consult references/genre-blueprints.md (Flight Sim, Kart, ARPG, Diorama, Arcade)6061Step 2: Establish the 7-System Architecture62 └── Consult references/prompt-architectures.md (Input, Camera, HUD, Physics, Art, Loop)6364Step 3: Select Engine Target & Pipeline65 └── Consult references/engine-pipelines.md (Three.js WebGL/WebGPU, Godot 4, Unity, Roblox)6667Step 4: Implement Core Playable Loop68 └── Consult references/game-loop-contract.md (Enforce Boot -> Play -> Score -> Reset)6970Step 5: Run Autonomous Critic-and-Correction Loop71 └── Consult references/verification-critic-loop.md (Self-test inputs, bounds, console, camera)72```7374---7576## Interactive Examples7778- [Browser Flight Simulator](examples/flight-simulator-loop.html): Single-file Three.js flight simulator featuring aerodynamic physics, aviation HUD, runway approach, crash/landing scoring, and clean replay loop.79- [Action RPG Combat Arena](examples/action-rpg-combat-arena.html): Top-down 3D arena featuring directional slashing, rolling, boss AI telegraphs, player health/cooldown HUD, and victory/defeat cycles.