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Skills / game-development

engine-selection

Selects game engines and frameworks by platform, genre, and architecture (full canvas shell vs hybrid DOM shell + guest viewport). Covers Phaser, PixiJS, Kaplay, Canvas/WebGL, Three.js, Babylon.js, Godot, Unity, Ink, Twine. Use when choosing a stack or comparing runtimes before implementation.

Engine selection

Pick tools that match delivery target, interaction model, and team constraints. Engines serve the game type — not the reverse.

Fit questions (ask first)

  1. Platform: Web, mobile, PC, console, VR?
  2. Primary loop: Action/physics, turn-based, narrative branch, management/UI, hybrid?
  3. Presentation: Full-screen canvas, DOM/UI chrome, or both?
  4. Toolchain: No-build / ESM OK, or bundler + editor OK?
  5. Authoring: Code-only, or designers need Twine/Ink/Godot/Unity editors?

Architecture patterns

PatternWhenNotes
Full engine shellGame is the canvas/scenePhaser, Godot, Unity, Kaplay as app root
Renderer + custom logicYou want draw power, own gameplayPixiJS, Three.js + your systems
Hybrid shell + guestDense UI/text + occasional skill-checksDOM/app shell; mount canvas engines in modals/viewports only
Narrative runtimeBranching prose is the productInk, Twine; host chrome separately
Content-as-dataLevels/events authored as packsJSON/YAML + thin loader; engine optional

Web — decision tree

What type of game?
│
├── Mostly DOM / panels / forms / text UI
│   ├── + small arcade/spatial challenges
│   │     └── Hybrid: custom shell + guest
│   │         Raw Canvas/WebGL → Kaplay → Phaser → PixiJS
│   

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Details

Sourceself
License
Risk labelsafe ("critical" means the skill may run commands or touch files — read before use)
FilesSKILL.md
Added2026-07-17

Related skills

2d-games

2D game development principles. Sprites, atlases, tilemaps, physics, cameras, and genre patterns (platformer, top-down). Use for canvas/Phaser/Kaplay/Pixi 2D games or guest viewports inside hybrid web apps.

3d-games

3D game development principles. Rendering, shaders, physics, cameras.

game-art

Game art principles. Visual style selection, asset pipeline, animation workflow.

game-audio

Game audio principles. Sound design, music integration, adaptive audio systems.

game-design

Game design principles. GDD structure, balancing, player psychology, progression.

game-development

Game development orchestrator. Routes by platform, dimension, and engine fit (web 2D/3D, hybrid DOM+canvas, narrative tools). Use when starting or structuring a game project, choosing frameworks, or picking among Phaser, PixiJS, Kaplay, Canvas/WebGL, Three.js, Babylon.js, Godot, Unity, or Ink/Twine.