From claude-code-community-ireland-claude-code-resources
Provides principles for 2D game development covering sprite systems, tilemaps, physics, camera systems, and common genre patterns.
How this skill is triggered — by the user, by Claude, or both
Slash command
/claude-code-community-ireland-claude-code-resources:2d-gamesThis skill is limited to the following tools:
The summary Claude sees in its skill listing — used to decide when to auto-load this skill
> Principles for 2D game systems.
Principles for 2D game systems.
| Component | Purpose |
|---|---|
| Atlas | Combine textures, reduce draw calls |
| Animation | Frame sequences |
| Pivot | Rotation/scale origin |
| Layering | Z-order control |
| Factor | Recommendation |
|---|---|
| Size | 16x16, 32x32, 64x64 |
| Auto-tiling | Use for terrain |
| Collision | Simplified shapes |
| Layer | Content |
|---|---|
| Background | Non-interactive scenery |
| Terrain | Walkable ground |
| Props | Interactive objects |
| Foreground | Parallax overlay |
| Shape | Use Case |
|---|---|
| Box | Rectangular objects |
| Circle | Balls, rounded |
| Capsule | Characters |
| Polygon | Complex shapes |
| Type | Use |
|---|---|
| Follow | Track player |
| Look-ahead | Anticipate movement |
| Multi-target | Two-player |
| Room-based | Metroidvania |
| ❌ Don't | ✅ Do |
|---|---|
| Separate textures | Use atlases |
| Complex collision shapes | Simplified collision |
| Jittery camera | Smooth following |
| Pixel-perfect on physics | Choose one approach |
Remember: 2D is about clarity. Every pixel should communicate.
npx claudepluginhub claude-code-community-ireland/claude-code-resourcesProvides 2D game development principles covering sprites, tilemaps, physics, camera systems, and genre patterns for platformers and top-down games.
Build 2D platformers with polished run/jump feel: coyote time, jump buffering, variable height, tiled levels, hazards, and camera. For Mario-like or Celeste-like games or tuning jump feel.
Provides principles for 3D game development including rendering pipeline, shaders, physics, camera systems, lighting, LOD, and optimization techniques.