build-gameplay-runtime
Implement deterministic gameplay systems with clear simulation, content, presentation, input, persistence, and lifecycle boundaries.
Skill by TimothyMeadows
Chalk Labs
Need help deploying build-gameplay-runtime?
Chalk Labs sets up agents like this inside real teams: connected to your tools, tested on your data, with a human in the loop where it matters.
Install
Works with Claude Code, Claude apps, Codex, Cursor, Gemini CLI, GitHub Copilot, VS Code, OpenCode, Goose, Windsurf. Read the repository before you give any tool access to your data.
npx agentmarket install skill/timothymeadows-build-gameplay-runtime
Asks which of your tools to add it to (Claude Code, Codex, Cursor, VS Code, Windsurf, Gemini CLI, Claude Desktop) and shows the change first. See https://agentmart.dev/cli.
Get the weekly diff
The weekly diff: one email a week with new agent tools, notable updates and grade changes, plus security alerts for tools you follow. Double opt-in, one-click unsubscribe.
About
Use cases: presentations, writing
Reviews
Write a reviewNo reviews yet. Installed it? Reviews come from verified installers only. How reviews work
Permissions
What this skill can do and what it asks for, from its SKILL.md. Checked Oct 25, 2026.
- Tools
- No tools found
- Secrets
- None asked for
- Install scripts
- None found
Network hosts it talks to 1
codeload.github.com· found in install command
Files it touches
~/.claude/skills/build-gameplay-runtime
What's inside
- Skill name
build-gameplay-runtime- Description
- Implement deterministic gameplay systems with clear simulation, content, presentation, input, persistence, and lifecycle boundaries. Use for cameras, controls, inventory, enemies, monsters, audio feedback, targeting, progression, and integrated game-loop work.
- License
- MIT
- Instructions
- 35 lines in SKILL.md · view on GitHub
Files (4)
- SKILL.md
- openai.yaml · agents/
- camera-and-runtime-audio.md · references/
- inventory-transactions.md · references/
SKILL.md (first lines)
# Build Gameplay Runtime ## When to use - Building or refactoring reusable gameplay systems. - Adding content without duplicating runtime logic. - Fixing state, lifecycle, persistence, or presentation coupling. ## Workflow 1. Read the active game architecture and effective engine selection. Resolve compatible engine feature skills with `resolve-skill.sh` before implementing APIs; selecting this agnostic wrapper never selects an engine. Locate the authoritative loop, state, content, input, rendering, and persistence boundaries. 2. Define serializable content contracts separately from mutable runtime state. 3. Use explicit state machines or deterministic transitions for actors, abilities, inventory transfers, and progression. 4. Treat inventory and persistence changes as validated transactions with migration and no-loss tests. 5. Keep presentation adapters replaceable and provide honest fallbacks for unavailable assets. 6. Dispose render resources, events, audio nodes, timers, workers, and observers on teardown. 7. Define bounded gameplay-feedback events separately from simulation outcomes. Assign event identity, local-player audience, channel priorities, intensity, clock, interruption, cancellation, and overlap policies; review the feedback reference for haptic device ownership and teardown. ## References - Read [inventory-transactions.md](references/inventory-transactions.md) for conservation invariants, atomic transfers, serialization, migration, and no-loss testing. - Read [camera-and-runtime-audio.md](references/camera-and-runtime-audio.md) for camera ownership, modifiers, occlusion, browser audio activation, voice budgets, priority, and accessibility equivalents. - Read [gameplay-feedback-and-haptics.md](references/gameplay-feedback-and-haptics.md) when coordinating animation, camera, sound, VFX, UI, hit-stop, or tactile device output. - Read [motion-package-integration.md](references/motion-package-integration.md) when connecting authored character/vehicle motion, root displacement or speed/warp presentation to authoritative movement. ## Output - A runtime ownership and data-flow design. - Typed content and state contracts with failure behavior. - Targeted unit, integration, persistence, lifecycle, and playthrough tests. ## Guardrails - Do not store authoritative game state only in render objects or component visibility. - Do not allocate unbounded work in the frame loop. - Do not couple one content item to bespoke runtime code when a shared contract is viable. - Feedback failure must not alter damage, movement authority, rewards, or other simulation outcomes. Physical knockback belongs to the gameplay rules when it changes an actor's state.
From TimothyMeadows/OpenCaw, MIT.
More from TimothyMeadows/OpenCaw
- 0.574score
build-threejs-code-characters
TimothyMeadows
Author source-native Three.js characters, creatures, and runtime actors through the CODE pipeline's character profile, six ordered gates, independent review…
SkillBFreshness: B★ 4Claude Code +9 - 0.574score
build-scroll-authored-web-experiences
TimothyMeadows
Design and implement accessible, reversible web narratives whose visual state is authored against native scroll position.
SkillBFreshness: B★ 4Claude Code +9 - 0.571score
build-procedural-blender-scenes
TimothyMeadows
Build deterministic Blender 4.5 Geometry Nodes systems, modular kits, instanced assemblies, and procedural set dressing.
SkillBFreshness: B★ 4Claude Code +9 - 0.571score
build-game-production-tools
TimothyMeadows
Build reversible game-content tools that derive from authoritative source, isolate drafts, validate imports and exports, and require reviewed integration.
SkillBFreshness: B★ 4Claude Code +9 - 0.571score
author-blender-materials-and-lookdev
TimothyMeadows
Author Blender 4.5 PBR or stylized materials and controlled look development from the active OpenCaw style contract.
SkillBFreshness: B★ 4Claude Code +9 - 0.569score
build-threejs-code-models
TimothyMeadows
Author procedural Three.js TypeScript or JavaScript models from a text brief and optional authorized references using deterministic ordered review passes.
SkillBFreshness: B★ 4Claude Code +9 - 0.569score
capture-full-page-evidence
TimothyMeadows
Capture reliable full-page browser evidence for lazy-loaded, animated, canvas, WebGL, and reveal-heavy pages.
SkillBFreshness: B★ 4Claude Code +9 - 0.569score
brainstorm-flow
TimothyMeadows
Run OpenCaw's persistent pre-planning Brainstorm mode for researched app, game, product, feature, or other idea discovery.
SkillBFreshness: B★ 4Claude Code +9 - 0.569score
build-accessible-motion-systems
TimothyMeadows
Design and implement a reusable motion system with purposeful tokens, choreography, interruption, cleanup, and reduced-motion behavior.
SkillBFreshness: B★ 4Claude Code +9 - 0.569score
audit-reference-originality
TimothyMeadows
Compare a design or digital experience with supplied references and identify evidence-backed originality risk across copy, branding, assets, layout, motion…
SkillBFreshness: B★ 4Claude Code +9 - 0.566score
adapt-external-agent-skills
TimothyMeadows
Redesign an external agent capability as a concise OpenCaw-native role, skill, command, or rejection decision.
SkillBFreshness: B★ 4Claude Code +9 - 0.566score
build-webgl-experiences
TimothyMeadows
Design and implement purposeful WebGL features with clear ownership, bounded rendering cost, responsive lifecycle, accessible fallback, and deterministic…
SkillBFreshness: B★ 4Claude Code +9
Signals
- Stars
- 4
- Forks
- 3
- Open issues
- 2
- Last commit (this folder)
- Aug 9, 2026 (2 months ago)
- Last release
- Aug 11, 2026 (2 months ago)
From GitHub (fetched Oct 24, 2026).
Details
- License
- MIT
- Repository
- github.com/TimothyMeadows/OpenCaw
- First seen
- Oct 24, 2026
- Last checked
- Oct 24, 2026
- Source
- GitHubgithub-graphql
More from TimothyMeadows
- 0.574score
build-scroll-authored-web-experiences
TimothyMeadows
Design and implement accessible, reversible web narratives whose visual state is authored against native scroll position.
SkillBFreshness: B★ 4Claude Code +9 - 0.574score
build-threejs-code-characters
TimothyMeadows
Author source-native Three.js characters, creatures, and runtime actors through the CODE pipeline's character profile, six ordered gates, independent review…
SkillBFreshness: B★ 4Claude Code +9 - 0.571score
build-game-production-tools
TimothyMeadows
Build reversible game-content tools that derive from authoritative source, isolate drafts, validate imports and exports, and require reviewed integration.
SkillBFreshness: B★ 4Claude Code +9 - 0.571score
author-blender-materials-and-lookdev
TimothyMeadows
Author Blender 4.5 PBR or stylized materials and controlled look development from the active OpenCaw style contract.
SkillBFreshness: B★ 4Claude Code +9 - 0.571score
build-procedural-blender-scenes
TimothyMeadows
Build deterministic Blender 4.5 Geometry Nodes systems, modular kits, instanced assemblies, and procedural set dressing.
SkillBFreshness: B★ 4Claude Code +9 - 0.569score
brainstorm-flow
TimothyMeadows
Run OpenCaw's persistent pre-planning Brainstorm mode for researched app, game, product, feature, or other idea discovery.
SkillBFreshness: B★ 4Claude Code +9
Done for you
Rather not set it up yourself?
Chalk Labs scopes, builds and runs agents for your team: the task audit, the eval harness, the integrations and the weekly ops report. Fixed scope, priced before we start.
See how we build AI agents →Read the case studies
Chalk Labs is a two-founder AI and growth studio. We build AI agents, CRMs and MVPs for Web3 and AI companies, and have shipped 50+ product and token launches.
- launches shipped
- 50+
- launches shipped
- media placements
- 500+
- media placements
- founders on every account
- 2
- founders on every account
Press we've placed: Forbes · CoinDesk · Decrypt · Cointelegraph · The Block
Rahil Jain, Co-founder, Chalk Labs. Ex-Goldman Sachs engineer. You talk to the person who builds it.
Get build-gameplay-runtime running in your business
Tell us what you want to automate. A founder replies within one working day with a plan, not a pitch deck.
Cite this page
build-gameplay-runtime skill. Agent Mart. https://agentmart.dev/skills/timothymeadows-build-gameplay-runtime (last updated 2026-10-24)