Game Dev logo

Game Dev

Organization
sandbaseai
game-dev

Build, extend, and verify playable browser games, optionally using SandBase for generated concept art and game assets. Use for substantial 2D or 3D web-game work; use a general frontend workflow for non-game interactive sites.

Overview

Publishersandbaseai
Repositorysandbase-skills
Skill namegame-dev
Stars
200
Forks
21
Bundled files
1
LicenseApache-2.0
Links
  • Markdown instructions

    A SKILL.md file the model loads on demand, so it only costs tokens when a request actually matches.

  • Works with any LLM

    AI skills are plain Markdown, not provider-specific code, so this works with GPT, Claude, Gemini, Grok, or a local model.

  • 1 bundled files

    Scripts, templates, and references the model can read while it works. Files are read-only and never executed.

  • Open source

    Published by sandbaseai on GitHub. Read the source before you install it.

Installation

Install the Game Dev AI skill in TypingMind to use it with any LLM, or drop it into another agent that reads SKILL.md.

1

Install in TypingMind

TypingMind installs a skill straight from its GitHub folder — it reads SKILL.md, bundles the resource files, and stores the result locally.

  1. Open the app and go to Plugins → Skills.
  2. Choose "Install from GitHub".
  3. Paste the skill folder URL below and confirm.
    https://github.com/sandbaseai/sandbase-skills/tree/main/marketing/game-dev
  4. Enable the skill in any chat where you want it available.
Plugins → Skills → Add skill → From GitHub URL, then paste the folder URL and press Continue.
2

Install in another agent

Any agent that reads the Agent Skills format can use this skill — copy the folder into that agent's skills directory.

Claude Code — .claude/skills
git clone --depth 1 https://github.com/sandbaseai/sandbase-skills.git /tmp/sandbase-skills
mkdir -p .claude/skills
cp -r /tmp/sandbase-skills/marketing/game-dev .claude/skills/game-dev
Restart Claude Code after copying so it picks up the new skill.

Use it in TypingMind

Enable Game Dev in any TypingMind chat and the model takes it from there. Its name and description sit in the system prompt, and the moment a request matches, the model loads the full instructions itself — you never invoke it by hand, and it costs no tokens until it is actually used.

The model loads Game Dev on its own as soon as a request matches it.

Works with any AI model

AI skills are plain Markdown instructions rather than provider-specific code, so Game Dev is not tied to the model it was written for. Install it once in TypingMind and use it with GPT-5, Claude, Gemini, Grok, DeepSeek, Mistral, Llama, or a local model you run yourself — all on your own API keys.

  • Loaded only when it is needed

    The system prompt carries just the name and description. The instructions are fetched on the first matching request, so an idle skill costs nothing.

  • Switch models mid-chat

    Because the skill is instructions rather than code, changing model does not break it — the next model reads the same SKILL.md.

Skill instructions

This is the SKILL.md content the model loads. Read it before installing — a skill is instructions your model will follow.

Game Dev

Turn a game brief into a playable, visually coherent browser game. Keep the game code, deterministic asset processing, builds, and tests local. Use SandBase only for optional generative assets that the user requests.

Read the SandBase API map before generating concept art, textures, sprites, backgrounds, or other AI media.

Establish the build target

Before implementation, resolve only the choices that materially affect the architecture:

  • genre, player goal, failure and success conditions;
  • input methods and target devices;
  • 2D or 3D presentation, camera, aspect ratio, and art direction;
  • required mechanics, content scope, and accessibility expectations;
  • supplied assets, rights restrictions, target repository, and delivery format.

Inspect the existing project and preserve its framework, package manager, engine, and conventions. For a new project, choose the smallest suitable stack: native canvas or a focused 2D engine for simple 2D games, and a WebGL engine such as Babylon.js for substantial 3D work. Do not replace an established engine merely because another is familiar.

Plan around risk

Write a compact implementation plan for work that spans more than one mechanic. Identify the riskiest slice first: physics feel, procedural generation, animation state, navigation, camera behavior, pointer lock, shaders, networking, asset import, or performance.

Define observable acceptance criteria for each slice. A criterion should describe something a player can see or do, not merely a class or file that exists.

Keep gameplay state and rules independent from the UI shell where practical. Separate input, simulation, rendering, audio, persistence, and scene transitions enough that each can be tested without rebuilding the entire game.

Build a playable vertical slice

Implement the smallest loop that demonstrates the intended experience:

  1. load into a valid starting state;
  2. accept the primary controls;
  3. update the world deterministically enough to debug;
  4. communicate goals, feedback, damage or progress, and end states;
  5. restart without a page reload or corrupted state.

Use temporary local primitives when necessary to prove mechanics, but do not present placeholders as finished art. Add a deterministic demo or equivalent mode when it helps visual regression checks and screenshots reach meaningful gameplay states.

Handle lifecycle boundaries explicitly: initialize the engine once, dispose listeners and render resources, resize safely, pause or mute when appropriate, and avoid duplicate loops during development remounts.

Generate optional art through SandBase

Do not call an image model merely because the task is a game. First decide whether supplied assets, procedural graphics, vector drawing, or local transformations already satisfy the brief.

When generated art is needed:

  1. Call sandbase_discover with the required capability, such as text to image, image editing, or transparent background image.
  2. Call sandbase_inspect for viable candidates and compare the live schema, aspect ratios, reference-input support, output format, price, and execution mode.
  3. Create an asset plan listing each asset's purpose, dimensions, transparency, viewpoint, visual anchors, and expected in-game transformation.
  4. Before any paid call, show the endpoint name, important arguments, current per-call price, call count, and total estimate or uncertainty. Obtain confirmation for that exact call or batch.
  5. Use sandbase_account before an approved multi-call batch, then call sandbase_run with only current schema-defined arguments.
  6. Poll an asynchronous result with sandbase_run_get using the same run ID. Never create a duplicate because a run remains pending.
  7. Use sandbase_runs only to recover status or reconcile actual cost.

Record each generated asset's purpose, prompt summary, endpoint, run ID, local path, dimensions, provenance, and observed cost. Verify that sprites and textures work at actual gameplay scale; attractive source images are not automatically usable game assets.

Do not imitate a living artist's identity or use protected characters, logos, faces, or voices without the necessary rights. Send only the minimum user material required by the inspected endpoint.

Integrate and tune

  • Keep controls responsive and document them in the start screen or HUD.
  • Use delta time correctly and avoid frame-rate-dependent movement.
  • Bound spawned objects, particles, event handlers, audio nodes, and GPU resources.
  • Keep essential text readable at the smallest supported viewport.
  • Add loading, error, pause, restart, victory, and failure states appropriate to the scope.
  • Preserve player progress only when the brief requires it, and version saved data defensively.

Treat game feel as part of correctness. Tune acceleration, friction, camera lag, hit feedback, animation timing, sound cues, and difficulty against the stated experience rather than arbitrary constants.

Verify the game

Run the project's type checks, tests, and production build. Then exercise the game in a real browser at representative viewport sizes and inputs.

Verify at least:

  • first load and restart;
  • every required control and core mechanic;
  • success, failure, pause, and recovery paths;
  • resize and focus changes;
  • missing or delayed assets;
  • console errors and obvious resource growth;
  • representative screenshots during real gameplay, not only menus.

When code and the rendered result disagree, treat the rendered result as the defect report. Do not claim completion while the core loop is unplayable, generated assets are still pending, or the production build fails.

Handoff

Return the playable project or requested build, control summary, implemented mechanics, validation results, asset ledger, SandBase run IDs and costs when applicable, and any known limitations. Deployment or publication is a separate external action unless the user explicitly requested it.

Bundled files

The model reads these on demand while the skill is loaded. They are exposed as readable files and are never executed.

Frequently asked questions

What does the Game Dev AI skill do?

Build, extend, and verify playable browser games, optionally using SandBase for generated concept art and game assets. Use for substantial 2D or 3D web-game work; use a general frontend workflow for non-game interactive sites.

Why use Game Dev on TypingMind?

Because you install it once and use it with any model. Game Dev is plain Markdown rather than provider-specific code, so the same skill runs on GPT-5, Claude, Gemini, Grok, or a local model — and you can switch model mid-chat without it breaking. TypingMind runs on your own API keys, so you pay providers directly instead of a per-seat subscription, and your skills and chats stay in your own storage.

How do I install Game Dev in TypingMind?

Open Plugins → Skills → Install from GitHub in TypingMind and paste https://github.com/sandbaseai/sandbase-skills/tree/main/marketing/game-dev. TypingMind reads its SKILL.md and bundles its files and installs it as a skill you can enable per chat.

Which AI models can use Game Dev?

Any model you connect in TypingMind. AI skills are plain Markdown instructions rather than provider-specific code, so GPT, Claude, Gemini, Grok, and local models can all load this skill when a request matches it.

How many AI models can I use with Game Dev?

As many as you like. As long as a model supports skills, you can use Game Dev with it — GPT, Claude, Gemini, Grok, DeepSeek, Mistral, Llama and more — all on TypingMind with your own API keys.

Is the Game Dev AI skill free?

Yes. It is published on GitHub by sandbaseai under the Apache-2.0 license. You only pay your own AI provider for the tokens you use.

What are AI skills?

An AI skill is a reusable instruction bundle that teaches an AI model how to do one specific task. It follows the open Agent Skills format: a SKILL.md file with a name and description, plus any scripts, templates or reference files the model may need. The model reads the instructions only when your request matches the skill, so an installed skill costs nothing until it is used.

How are AI skills different from plugins or MCP servers?

A plugin or MCP server gives a model new tools to call — code that runs somewhere and returns a result. An AI skill gives the model knowledge and process instead: how to approach a task, which steps to follow, what good output looks like. Skills are plain Markdown, so they need no server, no API key and no runtime, and they work with any model.

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