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.
Design hypotheses and prototype comparisons
Rank 01/01
akillness/jeo-skillsgame-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.
Playable browser prototypes
Rank 01
github/awesome-copilotgame-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.
Unity and Unreal system implementation
Rank 01
Jeffallan/claude-skillsgame-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.
HUD information priority
Rank 01
omer-metin/skills-for-antigravitygame-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.
Interfaces across screens and input devices
Rank 01
gamedev-skills/awesome-gamedev-agent-skillsgame-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.
Interfaces for Three.js games
Rank 01
majidmanzarpour/threejs-game-skillsthreejs-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.
Hit and action feedback
Rank 01
gamedev-skills/awesome-gamedev-agent-skillsgame-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.
Higgsfield's platform game workflow
Rank 01
higgsfield-ai/skillshiggsfield-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.
higgsfield account status
higgsfield website categories
higgsfield website create --type game --category arcade --subdomain orbit-dodge-demoRead 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.
bun run check:logic
bun run test
bun run buildhiggsfield 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.
Skill selection by problem
| Current problem | First skill | Input for Codex | Acceptance condition |
|---|---|---|---|
| Unclear design hypothesis | game-design-theory | Playtest observations and the variable to decide | Counterevidence and a switchable control/variant prototype |
| Browser game lacks a complete round | game-engine | Platform, controls and win/loss rules | Start, play, results and restart all work |
| Engine system needs implementation or tuning | game-developer | Existing project, engine and target device | In-engine reproduction and profiling evidence meet requirements |
| HUD information competes for attention | game-ui-design | Screenshots and player decisions | Important information is distinguishable in its state |
| Layout, focus or a menu path fails | game-ui-ux | Sizes, input devices and screen flow | Users can enter, operate and return on each target device |
| Three.js UI is out of sync with game state | threejs-game-ui-designer | State source and UI-state inventory | Controls work and restart leaves no stale data |
| Correct events lack feedback | game-feel | Events, existing feedback and intensity | Feedback recovers without blocking input |
| Project needs Higgsfield's template and platform flow | higgsfield-websites | Account, game genre and publication scope | Logic, rooms and deployment each pass their checks |
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/.
| Skill | Skill directory within its repository |
|---|---|
game-design-theory | .agent-skills/game-design-theory/ |
game-engine | skills/game-engine/ |
game-developer | skills/game-developer/ |
game-ui-design | skills/game-ui-design/ |
game-ui-ux | skills/disciplines/game-ui-ux/ |
threejs-game-ui-designer | skills/threejs-game-ui-designer/ |
game-feel | skills/disciplines/game-feel/ |
higgsfield-websites | higgsfield-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.
Obtain the chosen repository, record its commit and locate the skill directory in the table.
Copy the entire selected skill directory into the project's
.agents/skills/, preserving its name and internal relative paths.In a new Codex session, check that
/skillslists it, then name the skill explicitly in the task. If it is not detected, give the agent the localSKILL.mdpath to read and check the host's loading settings.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.
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.
| Stage | Skill and task | Deliverable | Condition for the next stage |
|---|---|---|---|
| Design comparison | Use game-design-theory to compare obstacle-warning timing | Design hypothesis and control/variant plan | A single variable changes and counterevidence is defined |
| Playable prototype | Use game-engine for input, collisions, scoring and restart | A prototype that completes a round | Restart works after a loss without stale state |
| Information hierarchy | Use game-ui-design for objectives, score and danger signals | Main HUD and results screen | Prompts leave obstacles and the input path visible |
| Feedback tuning | Use game-feel to connect impact or pickup events | Adjustable feedback settings | Repeated 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.
Failure conditions and validation limits
| Symptom | First cause to inspect | Next action |
|---|---|---|
| Agent starts implementing after reading only the main file | Reference directory was not copied or loaded | Check relative paths and read task-specific references |
| Scores or enemies remain after restart | Game state or lifecycle was not reset | Return to the implementation skill and retest restart |
| A visible button cannot be selected | Initial focus or navigation path is missing | Walk through menus with the actual keyboard and gamepad |
| Movement continues after touch release | Cancellation events and input reset are missing | Check cancellation, focus loss and tab changes |
| Shake changes collisions or aiming | Visual offsets affect the simulated body | Separate visuals from game state and retest the event |
| Hit-stop does not recover | Recovery timer depends on scaled time | Check timer behavior and overlapping stops |
| Code checks pass but the game stutters | Target-device profiling has not run | Collect engine or browser performance data |
| Platform template differs from an old tutorial | Commands or the template contract have changed | Read current scaffold rules and the official game flow |
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
- akillness/jeo-skills .agent-skills/game-design-theory/SKILL.md
- github/awesome-copilot skills/game-engine/SKILL.md
- Jeffallan/claude-skills skills/game-developer/SKILL.md
- omer-metin/skills-for-antigravity skills/game-ui-design/SKILL.md
- gamedev-skills/awesome-gamedev-agent-skills skills/disciplines/game-ui-ux/SKILL.md
- majidmanzarpour/threejs-game-skills skills/threejs-game-ui-designer/SKILL.md
- gamedev-skills/awesome-gamedev-agent-skills skills/disciplines/game-feel/SKILL.md
- higgsfield-ai/skills higgsfield-websites/SKILL.md
- higgsfield-ai/skills higgsfield-websites/references/game-flow.md
- akillness/jeo-skills README.md
- github/awesome-copilot README.md
- Jeffallan/claude-skills README.md
- omer-metin/skills-for-antigravity README.md
- gamedev-skills/awesome-gamedev-agent-skills README.md
- majidmanzarpour/threejs-game-skills README.md
- higgsfield-ai/skills README.md
- gamedev-skills/awesome-gamedev-agent-skills docs/INSTALLATION.md
- gamedev-skills/awesome-gamedev-agent-skills skills/disciplines/game-ui-ux/references/layout-and-flow.md
- gamedev-skills/awesome-gamedev-agent-skills skills/disciplines/game-feel/references/feedback-recipes.md
- omer-metin/skills-for-antigravity skills/game-ui-design/references/patterns.md
- majidmanzarpour/threejs-game-skills skills/threejs-game-ui-designer/references/ui-patterns.md
- akillness/jeo-skills .agent-skills/game-design-theory/references/hypothesis-example.json
- akillness/jeo-skills .agent-skills/game-design-theory/scripts/validate-design-hypothesis.py