game-development — independently scanned and version-tracked by SaferSkills.
SaferSkills independently audited game-development (Agent Skill) and scored it 100/100 (green). The audit ran 55 deterministic rules across Security, Supply Chain, Maintenance, Transparency, and Community; it found 0 high-severity and 0 lower-severity findings. The full rule-by-rule trace and per-finding evidence are below. Free, methodology-open.
Findings & checks · 0 flagged
Every scanned point with the score it earned and what moved between them.
First recorded scan — no prior version to compare against.
The primary manifest — the file an agent reads to learn what this artifact does.
A hub skill: it carries the engine-neutral fundamentals every game shares and hands off to a focused sub-skill once the project's shape is clear.
Pick the sub-skill that matches what the question is really about. Most projects touch several.
By target hardware
web-gamesmobile-gamespc-gamesvr-arBy visual dimension
2d-games3d-gamesBy discipline
game-designmultiplayergame-artgame-audioA game is a loop that samples input, advances the world, and paints a frame:
read input → step simulation (fixed dt) → draw (interpolated)Decouple the two clocks. Run gameplay and physics at a fixed step (commonly 30–60 Hz) so behavior is deterministic and stable; render as often as the display allows and interpolate between the last two simulation states so motion looks smooth even when the two rates disagree.
| Approach | Reach for it when | Concrete case |
|---|---|---|
| Finite state machine | An entity has a handful of clear modes | Door: closed → opening → open → closing |
| Object pool | Things spawn and die constantly | Shell casings, hit sparks, projectiles |
| Event bus / observer | Systems must react without knowing each other | Pickup grabbed → score, SFX, and HUD all respond |
| Entity-component-system | Tens of thousands of like entities | Bullet-hell waves, swarm units |
| Command objects | You need replay, netcode, or undo | Recording a speedrun ghost |
| Behavior tree | Branching, authorable AI | A guard that patrols, investigates, then chases |
Default to a state machine. Reach for ECS only after a profiler proves the entity count is the bottleneck — it costs real architectural overhead.
Map raw devices onto named intents, then have gameplay listen for intents:
"interact" ← E key / gamepad West / tap on hotspot
"throttle" ← W / right trigger / on-screen pedalOne indirection layer buys you remappable controls, multiple input devices, and painless porting.
At 60 FPS each frame must finish inside 16.7 ms. A rough split for a mid-complexity title:
| Slice | Rough share |
|---|---|
| Input + events | ~1 ms |
| Physics / collision | ~3 ms |
| AI / decision logic | ~2 ms |
| Gameplay & scripts | ~4 ms |
| Draw + present | ~5 ms |
| Safety margin | ~1.7 ms |
When you blow the budget, fix in this order — earlier items pay off more:
| Technique | Effort | Sweet spot |
|---|---|---|
| State machine | Low | A few predictable modes |
| Behavior tree | Medium | Designer-tweakable, modular logic |
| Utility scoring | High | Pick the best of many weighted options |
| Goal-oriented planning (GOAP) | High | Emergent agents that chain actions toward a goal |
| Method | Good for |
|---|---|
| Axis-aligned box (AABB) | Cheap rectangular overlap |
| Circle / sphere | Round bodies, fastest possible check |
| Spatial hash grid | Many objects of similar size |
| Quadtree / octree | Sprawling worlds with mixed-size objects |
| Instead of | Prefer |
|---|---|
| Recomputing everything each tick | Dirty flags and event-driven updates |
new inside the hot loop | Pre-allocated pools |
| Re-fetching the same component repeatedly | Caching the reference once |
| Guessing where time goes | Measuring with a profiler first |
| Gameplay code reading the keyboard directly | An input-abstraction layer |
"A browser platformer in HTML5" — open web-games to settle the framework, lean on 2d-games for tile and sprite work, and borrow level-pacing ideas from game-design.
"A match-3 puzzle shipping on iOS and Android" — start in mobile-games for touch and store rules, then use game-design to tune the difficulty curve.
"A co-op VR melee game" — vr-ar first for comfort and hand interaction, 3d-games for rendering, multiplayer for state sync.
Good games are found, not planned. Get an ugly playable build running early, then iterate toward the fun.
~30 seconds. Free. No account. Every finding cites a rule and a line of evidence.