
Game Architecture
A solid foundation for building browser games without the usual architectural mess. Gives you the event-driven patterns, state management, and system organization you need to keep a game project from turning into spaghetti as it grows. The core loop first principle is especially good: get input, movement, fail state, and restart working before you touch particles or screen shake. Includes practical stuff like object pooling, delta time normalization, and a pre-ship checklist that catches common gotchas like forgetting cleanup on restart. Works for both Phaser 2D and Three.js 3D games. The orchestrator pattern and centralized constants approach will save you from scattered state and magic numbers everywhere.
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- 5
- skills.sh installs
- 615
- GitHub stars
- 281
- last updated
- Jul 14, 2026
Install
$ npx -y skills add opusgamelabs/game-creator --skill game-architecture --agent claude-codeInstalls into .claude/skills of the current project.
Files
A solid foundation for building browser games without the usual architectural mess. Gives you the event-driven patterns, state management, and system organization you need to keep a game project from turning into spaghetti as it grows. The core loop first principle is especially good: get input, movement, fail state, and restart working before you touch particles or screen shake. Includes practical stuff like object pooling, delta time normalization, and a pre-ship checklist that catches common gotchas like forgetting cleanup on restart. Works for both Phaser 2D and Three.js 3D games. The orchestrator pattern and centralized constants approach will save you from scattered state and magic numbers everywhere.
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Details
- Repository
- github.com/opusgamelabs/game-creator
- Categories
- Code Review & Quality, Game Development
- First seen
- Jun 3, 2026
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