--- name: game-studio description: Route early browser-game work. Use when the user needs stack selection and workflow planning across design, implementation, assets, and playtesting before moving to a specialist skill. --- # Game Studio ## Overview Use this skill as the umbrella entrypoint for browser-game work. Default to a 2D Phaser path unless the user explicitly asks for 3D, Three.js, React Three Fiber, shader-heavy rendering, or another WebGL-first direction. This plugin is intentionally asymmetric: - 2D is the strongest execution path in v1. - 3D has one opinionated default ecosystem: vanilla Three.js for plain TypeScript or Vite apps, React Three Fiber for React-hosted 3D apps, and GLB or glTF 2.0 as the default shipping asset format. - Shared architecture, UI, and playtest practices apply to both. ## Use This Skill When - the user is still choosing a stack - the request spans multiple domains such as runtime, UI, asset pipeline, and QA - the user says "help me build a game" without naming the implementation path ## Do Not Stay Here When - the runtime is clearly plain Three.js - the runtime is clearly React Three Fiber - the task is clearly a shipped-asset problem - the task is clearly frontend-only or QA-only Once the intent is clear, route to the most specific specialist skill and continue from there. ## Routing Rules 1. Classify the request before designing or coding: - `2D default`: Phaser, sprites, tilemaps, top-down, side-view, grid tactics, action platformers. - `3D + plain TS/Vite`: imperative scene control, engine-like loops, non-React apps, direct Three.js work. - `3D + React`: React-hosted product surfaces, declarative scene composition, shared React state, UI-heavy 3D apps. - `3D asset pipeline`: GLB, glTF, texture packaging, compression, LOD, runtime asset size. - `Alternative engine`: Babylon.js or PlayCanvas requests, usually as comparison or ecosystem fit questions. - `Shared`: core loop design, frontend direction, save/debug/perf boundaries, browser QA. 2. Route to the specialist skills immediately after classification: - Shared architecture and engine choice: `../web-game-foundations/SKILL.md` - Deep 2D implementation: `../phaser-2d-game/SKILL.md` - Vanilla Three.js implementation: `../three-webgl-game/SKILL.md` - React-hosted 3D implementation: `../react-three-fiber-game/SKILL.md` - 3D asset shipping and optimization: `../web-3d-asset-pipeline/SKILL.md` - HUD and menu direction: `../game-ui-frontend/SKILL.md` - 2D sprite generation and normalization: `../sprite-pipeline/SKILL.md` - Browser QA and visual review: `../game-playtest/SKILL.md` 3. Keep one coherent plan across the routed skills. Do not let engine, UI, asset, and QA decisions drift apart. ## Default Workflow 1. Lock the game fantasy and player verbs. 2. Define the core loop, failure states, progression, and target play session length. 3. Choose the implementation track: - Default to Phaser for 2D browser games. - Choose vanilla Three.js when the project is explicitly 3D and wants direct render-loop control in a plain TypeScript or Vite app. - Choose React Three Fiber when the project already lives in React or wants declarative scene composition with shared React state. - Choose raw WebGL only when the user explicitly wants a custom renderer or shader-first surface. 4. Define the UI surface early. Browser games usually need a DOM HUD and menu layer even when the playfield is canvas or WebGL. - For 3D starter scaffolds, default to a low-chrome HUD that preserves the playfield and keeps secondary panels collapsed. 5. Decide the asset workflow: - 2D characters and effects: use `sprite-pipeline`. - 3D models, textures, and shipping format: use `web-3d-asset-pipeline`. 6. Close with a playtest loop before calling the work production-ready. ## Output Expectations - For planning requests, return a game-specific plan with stack choice, gameplay loop, UI surface, asset workflow, and test approach. - For implementation requests, keep the chosen stack obvious in the file structure and code boundaries. - For mixed requests, preserve the plugin default: 2D Phaser first unless the user asks for something else. - When the user asks about Babylon.js or PlayCanvas, compare them honestly but keep Three.js and R3F as the primary code-generation defaults unless the user explicitly chooses another engine. ## References - Engine selection: `../../references/engine-selection.md` - Three.js stack: `../../references/threejs-stack.md` - React Three Fiber stack: `../../references/react-three-fiber-stack.md` - 3D asset pipeline: `../../references/web-3d-asset-pipeline.md` - Vanilla Three.js starter: `../../references/threejs-vanilla-starter.md` - React Three Fiber starter: `../../references/react-three-fiber-starter.md` - Frontend prompting patterns: `../../references/frontend-prompts.md` - Playtest checklist: `../../references/playtest-checklist.md` ## Examples - "Help me prototype a browser tactics game." - "I need a Phaser-based action game loop with a HUD and menus." - "I want a Three.js exploration demo with WebGL lighting and browser-safe UI." - "I want a React-based 3D configurator with React Three Fiber." - "Optimize my GLB assets for the web and keep the file sizes under control." - "Set up the asset workflow for consistent 2D sprite animations."