Claude Code game development

Claude Code For Game Development

Claude Code is excellent at reasoning across a whole repo — once it knows what a Phaser scene or a Three.js renderer is. The skill files in this pack give it that context up front.

Claude Code's superpower is that it can read your entire game repo and stay coherent across files. Its weakness is the same one every general agent has: it doesn't know that a Phaser scene needs a preload phase, or that a Capacitor iOS build will silently fail if your asset paths don't match.

That's the whole point of a SKILL.md file. Load phaser-gamedev or threejs-capacitor-ios into Claude Code before the first prompt and it stops guessing. Phaser Oakwoods, Castle Clash Duel, the pirate beat 'em up — every public game I've shipped was built this way.

Why It Matters

  • SKILL.md files for Phaser, Three.js, Love2D, Capacitor iOS, asset pipelines and Playwright canvas testing
  • Full Claude Code repos from the showcase: Phaser Oakwoods (platformer), Castle Clash Duel (tactics), Forest Census (Three.js mini-game)
  • The actual prompt sequences I used — not paraphrased, copy-pasted from real sessions

Workflow

Pick the SKILL.md for your engine

phaser-gamedev for 2D browser. threejs-builder for 3D. love2d-gamedev when I'm targeting iOS through Love2D. threejs-capacitor-ios when a Three.js game has to ship to the App Store. One skill, loaded first — that's the move.

Ask Claude to plan before it edits

I have it read the relevant files, propose the smallest change that proves the feature, and list which files it'll touch. The plan-then-edit pattern catches the 'wait, no' moments before they hit your codebase.

Describe what's wrong by playing it

Claude responds well to specific visual feedback. 'The pirate slides on attack frames' is a better follow-up prompt than 'fix the attack animation.' Name what you see.

Public Vault Excerpts

Project

Phaser Oakwoods

A public Phaser 3 + TypeScript platformer with parallax scrolling, player combat, infinite ground generation, and a reusable agent workflow for playable iteration.

  • Claude Code
  • Phaser
  • Platformer
Open public resource

Project

Castle Clash Duel

A public turn-based tactics project built with Phaser 3 and AI-assisted workflow patterns: unit state, animation, combat feedback, and tight feature passes.

  • Claude Code
  • Tactics
  • Pixel art
Open public resource

Agent skill

love2d-gamedev

A Love2D skill for prototype-to-release work: architecture, graphics, animation, tiles, collision, audio, iOS deployment, and touch-control considerations.

  • Love2D
  • Mobile
  • Architecture

Prompt Patterns

Plan, then edit

Use the loaded SKILL.md as your operating context. Read the relevant files, then propose a plan: smallest change that proves the feature, files you'll touch, and the visible result. Wait for me to confirm before editing. After you ship, summarise what changed and what to play to verify.

Frequently Asked Questions

Why Claude Code instead of pasting code into a chat?

Because games live in repos with five or ten files that all reference each other. Claude Code can read the whole scene graph, find the call site that's actually broken, and make the edit in place. The chat-window version of this loses half its value the moment your game grows past one file.

Will the skills work outside Claude Code?

Yes. They're plain markdown using the Agent.md convention — Codex and Cursor can read them too. I optimised the patterns for Claude Code because that's where I use them most, but the engine knowledge transfers.

What kind of games is Claude Code best at?

Indie-scale builds where you'll iterate a lot. Prototypes. Vertical slices. Anything where coherent reasoning across files matters more than raw speed of edit. It's not the right tool for one-shot 'make me a roguelike' prompts — and honestly, nothing is.