Codex game development 8 skills

Document type
Atlas
Updated
Reading time
14 min

A source-checked guide to Haosen's 8 game skills across 7 repositories, covering design hypotheses, browser prototypes, Unity/Unreal, HUDs, responsive interfaces, game feel and Higgsfield with task prompts and acceptance criteria.

Source
Document details

Choose a skill for the current problem, from design hypotheses and playable prototypes to interfaces and feedback, then define an observable acceptance check for each change.

Skills in the source
8SkillsKept in the source's order
Official repositories
7ReposOne repository supplies both interface and game-feel skills

01Editor's note

Scope and usage

Haosen's article groups 8 skills by development problem, covering design, implementation, interfaces and action feedback. The skills come from 7 repositories and mainly supply methods, references, templates and checks. Codex still needs to read the project, change its code and run the acceptance checks after installation.

Choose whether the game runs in a browser, Unity or Unreal before selecting a skill for the current problem. Limit each change to a system or screen, check it, then hand off the next task.

02Source item 1

Design hypotheses and prototype comparisons

Rank 01/01

akillness/jeo-skills

game-design-theory

Turn a design question into a falsifiable hypothesis

Bound a design question, choose a primary lens, trace the causal chain from mechanics to player experience, define counterevidence and a controlled prototype, and produce a validated design-hypothesis file.

  • Game design
  • Hypothesis testing
  • Playtest observations

Use this when mechanics are unsettled, players ignore an option, or the team disagrees about a playtest. The skill separates direct observations, player reports and designer assumptions. Frameworks such as MDA help examine a particular question; player evidence is still required.

The deliverable is game-design-hypothesis.json. The bundled references/hypothesis-example.json supplies an example, and scripts/validate-design-hypothesis.py checks the data contract. A pass confirms that the fields and evidence boundaries meet the contract; playtesting is still needed to assess the hypothesis.

The designer should be able to name an observation that would disprove the hypothesis, and the prototype should switch independently between control and variant. Narrow the comparison if it lacks counterevidence or changes speed, rewards and warning timing together.

03Source item 2

Playable browser prototypes

Rank 01

github/awesome-copilot

game-engine

Build the input, state-update and render loop

Guides HTML5, Canvas, WebGL and JavaScript game development, including collisions, controls, audio, performance and publishing, with starter templates and reference files.

  • Canvas
  • WebGL
  • Browser games

Use this to build a playable browser game from an empty project. Start a simple 2D prototype with Canvas; choose Three.js or another framework when the game requires a 3D scene.

The main loop reads input, updates state and draws the screen. The documentation recommends requestAnimationFrame and delta time for movement. assets/ contains starter templates, while references/ covers web APIs, collisions, controls and publishing.

Start a game, trigger a loss and restart. The score, obstacles and input state should all reset. If the game accelerates after returning to its tab or counts scores twice after a restart, inspect delta time and loop lifecycle before changing visual effects.

04Source item 3

Unity and Unreal system implementation

Rank 01

Jeffallan/claude-skills

game-developer

Implement and profile systems in an existing engine project

Plans component architecture around platform and performance requirements, implements physics, game logic and networking, and uses engine profiling tools to check performance and multiplayer behavior.

  • Unity
  • Unreal
  • Profiling

Use this in a Unity or Unreal project that needs a specific system changed. References include references/unity-patterns.md, references/unreal-cpp.md and references/performance-optimization.md. Load only the material for the current engine and problem.

The skill calls for pooling frequently spawned objects, state machines for game logic, and regular CPU, GPU and memory profiling. Its 60+ FPS figure is a target. Define acceptance criteria for the actual hardware, graphics settings and stress scenario.

Run acceptance checks on the target device or in the relevant engine. Compiling the code does not establish that scene changes, object reuse or multiplayer connections work.

05Source item 4

HUD information priority

Rank 01

omer-metin/skills-for-antigravity

game-ui-design

Decide what the player needs to see in the current state

Focuses on clarity in HUDs, menus and in-world interfaces. It routes creation, diagnosis and review to different references and considers input devices, safe areas and accessibility.

  • HUD
  • Information hierarchy
  • Interface review

Use this when health, cooldowns, danger signals and objectives compete for space. Supply the current screen, the player's task and the target device, then decide which information stays visible, appears in context or expands on demand.

The main file routes creation to references/patterns.md, diagnosis to references/sharp_edges.md and review to references/validations.md. Keep the whole reference directory when copying the skill. The main file alone omits the material these tasks rely on.

Important information should be distinguishable in the relevant game state. Screenshots can check hierarchy; pausing, switching menus and dismissing prompts still require interaction tests.

06Source item 5

Interfaces across screens and input devices

Rank 01

gamedev-skills/awesome-gamedev-agent-skills

game-ui-ux

Handle layout, safe areas, focus and menu flow

Supplies engine-neutral UI architecture using anchors and containers for layout, a stack for screens, and events for HUD updates, paired with the engine's concrete UI components.

  • Responsive interfaces
  • Gamepad navigation
  • State management

Use this when menus are clipped on a phone, positioned incorrectly on an ultrawide display, or open with a gamepad but provide no selectable button. The skill owns shared architecture; engine UI skills still provide concrete nodes, components and styling.

Assign initial focus when a screen opens, and use push/pop navigation to manage which screen receives input. The HUD subscribes to events such as health_changed and score_changed instead of rereading game internals every frame. Initialization must also display the current state.

Walk through the menu path and confirm focus can enter, move and return. Main buttons must remain visible and usable after resizing. Mouse testing alone cannot verify gamepad navigation.

07Source item 6

Interfaces for Three.js games

Rank 01

majidmanzarpour/threejs-game-skills

threejs-game-ui-designer

Connect HUDs and menus to Three.js game state

Inventories gameplay, pause, settings, fail and win states; organizes information by genre; handles text fit, safe areas and touch; and makes the interface read game state and dispatch intents.

  • Three.js
  • Interface states
  • Touch controls

Use this in a browser game that already uses Three.js. references/ui-patterns.md requires a single source of truth. The UI dispatches intents instead of reimplementing game rules.

Add mobile controls when mobile is a target. Touch handling needs cancellation cases such as pointercancel and lostpointercapture, as well as presses, so a character does not keep moving after the finger leaves.

Check that restart clears stale scores, menus leave the next decision visible, and every button has distinguishable focus and disabled states. A rendered interface still needs an interaction check to confirm that controls change game state.

08Source item 7

Hit and action feedback

Rank 01

gamedev-skills/awesome-gamedev-agent-skills

game-feel

Add feedback tiers to events that already work

Connects discrete events to sound, particles, hit-stop, shake, knockback and easing. It scales feedback to event importance and checks recovery and input responsiveness.

  • Impact feedback
  • Screen shake
  • Accessibility options

Use this when collisions, hits or pickups happen correctly but their response is hard to perceive. Confirm that events such as on_hit exist before selecting a few feedback channels. Fix collision or damage errors first.

Apply shake to the camera or a visual offset so it does not move the collision body. Restore hit-stop with a timer unaffected by game-time scaling and account for overlapping events. Effects should decay without blocking the next input.

Test repeated and overlapping actions while observing decay, input and restored state. A screenshot cannot verify time scaling or continuous input.

09Source item 8

Higgsfield's platform game workflow

Rank 01

higgsfield-ai/skills

higgsfield-websites

Build, test and deploy browser games under the platform contract

Integrates games into the website commands. The template supplies realtime rooms and persistence; developers implement rules, screens and input under its logic contract, with deployment separate from community listing.

  • Platform template
  • Realtime rooms
  • Asset workflow

Use this when the project has chosen Higgsfield and needs its template and room system. Prepare the Higgsfield CLI, an account, Git and Bun. Check account status, generation credits and fees before starting.

The official game flow uses the following entry point, where --category must identify a game genre. Replace the example subdomain with an available name. The old higgsfield game commands have left the current workflow.

bash
higgsfield account status
higgsfield website categories
higgsfield website create --type game --category arcade --subdomain orbit-dodge-demo

Read the scaffold's app/AGENTS.md before implementation. The 6 exports from app/src/logic.js are meta, setup, validateAction, applyAction, isGameOver and viewFor. validateAction checks action legality, while viewFor decides which data a player receives.

Run the checks from the project's app/ directory. The official flow uses the following commands for logic checks, tests and the build.

bash
bun run check:logic
bun run test
bun run build

higgsfield website deploy makes the game publicly accessible, while higgsfield website publish separately lists it in the community feed. Before listing, fill in the title, description, cover and other fields in app/src/app-meta.json. To check multiplayer rooms, open the same room path in multiple browser tabs and test illegal actions and data visibility.

10Comparison matrix

Skill selection by problem

Current problemFirst skillInput for CodexAcceptance condition
Unclear design hypothesisgame-design-theoryPlaytest observations and the variable to decideCounterevidence and a switchable control/variant prototype
Browser game lacks a complete roundgame-enginePlatform, controls and win/loss rulesStart, play, results and restart all work
Engine system needs implementation or tuninggame-developerExisting project, engine and target deviceIn-engine reproduction and profiling evidence meet requirements
HUD information competes for attentiongame-ui-designScreenshots and player decisionsImportant information is distinguishable in its state
Layout, focus or a menu path failsgame-ui-uxSizes, input devices and screen flowUsers can enter, operate and return on each target device
Three.js UI is out of sync with game statethreejs-game-ui-designerState source and UI-state inventoryControls work and restart leaves no stale data
Correct events lack feedbackgame-feelEvents, existing feedback and intensityFeedback recovers without blocking input
Project needs Higgsfield's template and platform flowhiggsfield-websitesAccount, game genre and publication scopeLogic, rooms and deployment each pass their checks

11Selective installation

Codex loading and file layout

Plugin installation commands from the sources target GitHub Copilot, Claude Code or Antigravity; they are not automatically Codex commands. For manual use, take the folder containing SKILL.md and preserve its existing subdirectories, including references/, scripts/ and assets/.

SkillSkill directory within its repository
game-design-theory.agent-skills/game-design-theory/
game-engineskills/game-engine/
game-developerskills/game-developer/
game-ui-designskills/game-ui-design/
game-ui-uxskills/disciplines/game-ui-ux/
threejs-game-ui-designerskills/threejs-game-ui-designer/
game-feelskills/disciplines/game-feel/
higgsfield-websiteshiggsfield-websites/

The game skill library's installation guide lists Codex's project directory, .agents/skills/, and user directory, ~/.agents/skills/. For project-only installation, follow these steps. Inspect files and scripts before use; if a directory already exists with the same name, compare and back it up before replacing it.

  1. Obtain the chosen repository, record its commit and locate the skill directory in the table.

  2. Copy the entire selected skill directory into the project's .agents/skills/, preserving its name and internal relative paths.

  3. In a new Codex session, check that /skills lists it, then name the skill explicitly in the task. If it is not detected, give the agent the local SKILL.md path to read and check the host's loading settings.

  4. Ask the agent to read the main file and the references needed for this task before reporting its change scope and acceptance method. Other skills named in the documentation need their own files before they can be loaded.

12Suggested procedure

Work allocation for a single-level dodging game

Limit this example to a single-level browser 2D game using simple shapes. Keep the same rules, state and acceptance list across stages so changing skills does not restart the project.

StageSkill and taskDeliverableCondition for the next stage
Design comparisonUse game-design-theory to compare obstacle-warning timingDesign hypothesis and control/variant planA single variable changes and counterevidence is defined
Playable prototypeUse game-engine for input, collisions, scoring and restartA prototype that completes a roundRestart works after a loss without stale state
Information hierarchyUse game-ui-design for objectives, score and danger signalsMain HUD and results screenPrompts leave obstacles and the input path visible
Feedback tuningUse game-feel to connect impact or pickup eventsAdjustable feedback settingsRepeated events recover and allow continued input

Add game-ui-ux for layout, focus and device switching when mobile or gamepad support is introduced, and add threejs-game-ui-designer once the project uses Three.js. Use game-developer for the implementation stage in Unity/Unreal. When adopting Higgsfield, recheck implementation locations against its template contract.

This example can use a desktop width of 1440 px and a phone width of 390 px as candidate checks, then add sizes and input devices from the actual player context. These are acceptance settings for this example, not substitutes for an engine's or another game's device requirements.

13Acceptance checks

Failure conditions and validation limits

SymptomFirst cause to inspectNext action
Agent starts implementing after reading only the main fileReference directory was not copied or loadedCheck relative paths and read task-specific references
Scores or enemies remain after restartGame state or lifecycle was not resetReturn to the implementation skill and retest restart
A visible button cannot be selectedInitial focus or navigation path is missingWalk through menus with the actual keyboard and gamepad
Movement continues after touch releaseCancellation events and input reset are missingCheck cancellation, focus loss and tab changes
Shake changes collisions or aimingVisual offsets affect the simulated bodySeparate visuals from game state and retest the event
Hit-stop does not recoverRecovery timer depends on scaled timeCheck timer behavior and overlapping stops
Code checks pass but the game stuttersTarget-device profiling has not runCollect engine or browser performance data
Platform template differs from an old tutorialCommands or the template contract have changedRead current scaffold rules and the official game flow

14Choose for the current task

Combinations and further reading

New browser game

Design, prototype, information and feedback

Use game-design-theory, game-engine, game-ui-design and game-feel in that order. Keep a playable version after each stage and finish a single level before adding content.

Existing engine project

Implementation with interface or feedback skills

Use game-developer for the engine system, adding game-ui-ux for interface problems or game-feel for feedback. Run acceptance checks in the target engine and device.

Existing Three.js or platform project

Follow the project's technology and contract

Use threejs-game-ui-designer for Three.js interfaces, or higgsfield-websites and the current scaffold rules for a Higgsfield project. Check existing state and platform constraints before changing the scoped area.

References