From phaser4-gamedev
Designs Phaser 4 game architecture including scene flow, module layout, state management, and asset pipeline. Also reviews and refactors existing Phaser projects.
How this skill is triggered — by the user, by Claude, or both
Slash command
/phaser4-gamedev:phaser-architectThe summary Claude sees in its skill listing — used to decide when to auto-load this skill
Use this skill to produce maintainable Phaser 4 architecture before coding or during a brownfield architecture review.
Use this skill to produce maintainable Phaser 4 architecture before coding or during a brownfield architecture review.
docs/GDD.md exists, use it as the requirements source. For existing projects, inspect src/main.ts, src/scenes/, src/objects/, and shared type files before proposing changes.Phaser.Types.Core.GameConfig when planning a new project.For greenfield work, return:
GameConfigFor brownfield work, return:
For the detailed architecture playbook, read references/agent-guidance.md. It is copied from the Claude subagent definition but should be applied as a portable skill; ignore Claude-only fields such as model, color, and tools.
npx claudepluginhub yakoub-ai/phaser4-gamedev --plugin phaser4-gamedevCreates and refactors Phaser 3 browser games with scenes, physics, tilemaps, animations, input, audio, camera, and performance fixes.
Scaffolds a new Phaser 4 project with TypeScript and Vite via official CLI or manual setup. Useful when starting a Phaser game from scratch.
Builds 2D browser games with Phaser 3 using scene-based architecture, TypeScript, Vite bundling, and centralized state. Use when creating new 2D games, adding game features, or working with Phaser sprites.