# Astra Game Crafting

> 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.

- Skill: `louisfghbvc/astra-game-crafting` (Agent Skill, multi-file: 4 files)
- Install (CLI): `npx skillmds@latest add louisfghbvc/astra-game-crafting`
- Raw SKILL.md: https://api.skillmd.com/api/skills/louisfghbvc/astra-game-crafting/raw
- Safety review: pending
- Works with: Claude Code, Claude.ai, OpenAI Codex
- Category: AI & ML
- Author: louisfghbvc (https://skillmd.com/u/louisfghbvc)
- Updated: 2026-09-22
- Page: https://skillmd.com/skills/louisfghbvc/astra-game-crafting

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# 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](https://github.com/TripoGrowthLab/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.

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## The Core Astra Axioms

1. **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.

2. **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).

3. **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.

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## Quick Reference Matrix

When the user asks for: | Consult Reference Guide:
:---|:---
A complete, playable loop / fixing static dioramas | [Game Loop Contract](references/game-loop-contract.md)
Crafting optimal game prompts or structuring systems | [Prompt Architectures](references/prompt-architectures.md)
Flight Sim, Kart Racer, Action RPG, or Voxel World | [Genre Blueprints](references/genre-blueprints.md)
Three.js / WebGPU / Godot 4 / Unity / Roblox setup | [Engine Pipelines](references/engine-pipelines.md)
Automated 3D modeling with headless Blender `bpy` | [Blender Asset Pipeline](references/blender-asset-pipeline.md)
Playtesting, collision checks, fixing camera clipping | [Verification & Critic Loop](references/verification-critic-loop.md)
Inspiration from top Astra prompts & source repos | [Curated Catalog](references/catalog-curated.md)

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## 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](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.
- [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.

