game-development
Most games made by agents are playable in the loosest sense. The loop runs, the character moves, and nobody wants to play it twice. The tells are always the same: generic placeholder art, a jump that feels like a lift, no feedback when anything happens, tinny beeps from an oscillator, a HUD that looks like a form, and a hand-off message that says "the game is complete" when nobody, including the agent, has played it.
This skill is about avoiding that. It is engine-neutral. The engine's own documentation and any engine-specific skills you have tell you the API. This tells you what to do with it.
Rule of thumb: don't tell your human a game or feature works until you have played it and looked at it.
Deliver the complete game in the first turn
Aim to deliver a full, complete, high-quality AAA game in the first turn, with the user's brief defining the game. Treat AAA-level craft as the target for controls, art direction, animation, sound, level design, pacing, interface, performance, and completeness. A request for a small game still calls for a finished experience. Follow an explicit request for a prototype or a narrow feature, but never assume the user wants either because the work is substantial.
The first turn includes the research, implementation, asset production, playtesting, and revisions needed to finish. Keep working through those steps before the final response. Do not hand over a vertical slice, demo, scaffold, or roadmap in place of the requested game, and do not wait for another prompt to add the remaining content or polish. Make routine creative and technical decisions yourself within the brief.
Track every requested mechanic, mode, level, and player-facing state through implementation and verification. Temporary placeholders are internal development aids and must be replaced before delivery. Integrate finished art, animation, audio, and feedback throughout development. Do not reserve them for a future polish pass.
Use the quality target to guide the work, then describe the delivered result honestly. If an actual tool, access, or execution limit blocks completion, exhaust available alternatives, complete unaffected work, and state exactly what remains blocked. Do not pre-emptively shrink the brief because it sounds ambitious or label an incomplete result AAA.
Skills to read alongside this one
Read these when they are available. They cover parts of game work in more depth than this file does.