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Vibe Game Developer: Master Orchestrator & Request Router #

This master skill teaches the agent how to analyze, classify, and route 2D game development requests to the specialized skills in the Game Dev Starter Kit—and how to compose them as modular, independent building blocks.

ℹ️ NOTE

100% Genre-Agnostic & Modular Design Principle: Every skill in this suite is an independent, composable building block suitable for any 2D game genre—including top-down RPGs, bullet-heavens, twin-stick/vertical shmups, turn-based tactics, roguelike deckbuilders, grid/physics puzzles, visual novels, rhythm games, and side-scrolling platformers. Never assume side-scrolling physics or a single fixed asset pipeline: activate only the skills required for the user’s task, and combine pure-code procedural skills (procedural-art, procedural-composer) with AI-generated media skills (nano-banana, lyria) freely in pure or hybrid pipelines.


1. Modular Skill Ecosystem & Intent Routing Matrix #

Each skill in the starter kit has a distinct, orthogonal responsibility and can be invoked standalone or composed into a multi-skill workflow:

User Intent / Request TypeSpecialized SkillModular Role & Key Technical Characteristics
Game Design & Socratic Interviewgame-designGame Designer: Interactive /grill-me Socratic interview across all 2D genres, explicit choice between procedural (procedural-art/procedural-composer), AI (nano-banana/lyria), or hybrid asset pipelines, and authoritative GDD.md authoring.
Ebitengine 2D Engine ArchitectureebitengineerEngine Architect: Genre-agnostic Ebitengine (v2) loop, virtual resolution scaling, FSM/stack scene management (pause/inventory/deck/dialogue overlays), fixed-timestep $\Delta t$, zero-allocation Draw() loop, Kage shaders, and WebAssembly audio/browser deployment.
Pure-Code DSP Audio Synthesisprocedural-composerDSP Sound Engineer: Zero-asset 16-bit 44.1 kHz stereo PCM audio synthesis (sound.go), mandatory 4-byte frame alignment (&^ 3), YM2612 6-channel polyphony, FM synthesis, ADSR envelopes, DSP post-processing (SliceLoopPCM, LPF/HPF, bitcrushing), and WAV export (play.go).
Generative Studio AI MusiclyriaAI Music Composer: High-fidelity 44.1 kHz stereo soundtracks and loops via Lyria 3.5 (lyria-3.5 / lyria-3-pro-preview) and Lyria 3 Clip (lyria-3-clip / lyria-3-clip-preview), timestamped arrangements, custom lyrics, multimodal image-to-music, and .mp3/.wav export.
Pure-Code Procedural 2D Graphicsprocedural-artProcedural Technical Artist: Zero-asset Go texture generation (art.go), 2D GeoM matrix transform ordering, 32-bit RGBA color ramps, sub-frame animation easing, pre-allocated particle pools, and Kage shaders.
Generative AI Images & Spritesnano-bananaAI Visual Artist: Conversational image generation and editing via Nano Banana 2.1 (gemini-nano-banana-2.1), gemini-3.1-flash-lite-image, and gemini-3-pro-image for sprite sheets, character portraits, card art, tilesets, and multi-image style/character consistency.
2D Sprite Slicing & Animationsprite-animation2D Animator: Sprite sheet grid slicing (SubImage zero-alloc views), animation state machines (idle, walk, attack, cast, hit, death), frame timing, Aseprite (.ase/.aseprite) integration, and Ebitengine animation controllers.
Go Code Quality & Mutation TestinggodoctorGo Quality Gate: AST integrity validation, compiler rollback gates (smart_build, smart_edit), TestQuery SQLite test/coverage analytics, and Selene mutation testing.
Multi-Agent Swarm Coordinationswarm-codingSwarm Coordinator: Hierarchical divide-and-conquer multi-agent orchestration across disjoint packages (e.g., concurrent engine core, procedural/AI assets, UI/HUD, and QA).

2. How the 9 Building Blocks Compose Together #

flowchart TD
    GDD["1. game-design (/grill-me -> GDD.md)"] --> Engine["2. ebitengineer (Scene FSM, Virtual Canvas, Loop)"]
    GDD --> VisChoice{"Visual Pipeline Choice"}
    GDD --> AudChoice{"Audio Pipeline Choice"}

    VisChoice -->|Pure-Code| ProcArt["procedural-art (Vectors, Particles, Shaders)"]
    VisChoice -->|AI-Generated| Nano["nano-banana (gemini-nano-banana-2.1)"]
    VisChoice -->|Hybrid| ProcArt
    VisChoice -->|Hybrid| Nano
    Nano --> SpriteAnim["sprite-animation (Grid Slicing & State Machines)"]

    AudChoice -->|Pure-Code| ProcComp["procedural-composer (4-Byte Aligned PCM, DSP)"]
    AudChoice -->|AI-Generated| Lyria["lyria (lyria-3.5 / lyria-3-clip-preview)"]
    AudChoice -->|Hybrid| ProcComp
    AudChoice -->|Hybrid| Lyria

    Engine --> QA["godoctor (AST Gate, TestQuery, Selene Mutation Testing)"]
    ProcArt --> QA
    SpriteAnim --> QA
    ProcComp --> QA
    Lyria --> QA
    Swarm["swarm-coding (Optional Parallel Agent Execution)"] -.-> Engine

3. Decision Rules: Pure-Code Procedural vs. Generative AI vs. Hybrid Assets #

A core responsibility of this orchestrator is honoring the GDD.md pipeline selection (or guiding the user when asked ad-hoc) between pure-code procedural generation, 2026 Gemini/Lyria AI models, or a hybrid pipeline:

3.1 Audio & Music Routing Rules (procedural-composer vs. lyria) #

  • Choose procedural-composer when:

    • Synthesizing Game Sound Effects (SFX): UI clicks, card draws, sword slashes, laser blasts, explosions, or status chimes.
    • Composing 6-channel YM2612-style chiptune BGM in pure Go with zero external audio files.
    • Applying runtime DSP post-processing (SliceLoopPCM, ADSR envelopes, low-pass/high-pass filtering, bitcrushing) or enforcing 4-byte stereo PCM alignment (&^ 3) for Ebitengine audio.Context.
  • Choose lyria when:

    • Generating studio-quality 44.1 kHz stereo Background Music (BGM) via Lyria 3.5 (lyria-3.5 / lyria-3-pro-preview) for full multi-section arrangements or Lyria 3 Clip (lyria-3-clip / lyria-3-clip-preview) for 30-second loops.
    • Composing thematic soundtracks directly from concept art or screenshots (multimodal image-to-music).
  • Choose a Hybrid Audio Pipeline when:

    • Combining lyria (lyria-3.5 / lyria-3-clip-preview) for rich .mp3/.wav BGM beds with procedural-composer for instant, zero-latency procedural gameplay SFX and DSP loop slicing.

3.2 Graphics & Visual Routing Rules (procedural-art vs. nano-banana + sprite-animation) #

  • Choose procedural-art when:

    • Generating pure-code textures (art.go), crisp geometric entities, tactical grids, particle pools, or Kage post-processing shaders with zero external .png files.
    • Implementing 2D GeoM matrix hierarchy transforms or sub-frame interpolation curves.
  • Choose nano-banana + sprite-animation when:

    • Generating character sprite sheets, visual novel portraits, deckbuilder card illustrations, or seamless tilesets using Nano Banana 2.1 (gemini-nano-banana-2.1), gemini-3.1-flash-lite-image (high-speed prototyping), or gemini-3-pro-image (complex multi-subject composition).
    • Slicing generated sprite sheets into zero-allocation SubImage frames and driving state machines (idle, walk, attack, cast, death) via sprite-animation.
  • Choose a Hybrid Visual Pipeline when:

    • Using nano-banana (gemini-nano-banana-2.1) + sprite-animation for hero/enemy sprites, portraits, or card art while using procedural-art for UI panels, particle bursts, projectiles, and Kage screen shaders.

4. End-to-End Game Development Lifecycle #

When guiding the user through building a complete 2D game from scratch (or executing any phase independently):

  1. Concept & GDD (/grill-me): Activate game-design to run a genre-agnostic Socratic interview, lock in the mechanics, controls, and visual/audio pipeline choice (Procedural, AI, or Hybrid), and write GDD.md.
  2. Engine Architecture: Activate ebitengineer to scaffold internal/ packages, virtual resolution scaling, scene state machine (or overlay stack for RPGs/deckbuilders/tactics), fixed-timestep $\Delta t$, and spatial collision/grid systems.
  3. Visual Pipeline Execution:
    • Procedural: Activate procedural-art for in-memory sprites, vector geometry, particle pools, and Kage shaders.
    • AI / Hybrid: Activate nano-banana (gemini-nano-banana-2.1, gemini-3.1-flash-lite-image, gemini-3-pro-image) to generate sprite sheets/art and sprite-animation to slice frames and wire animation controllers.
  4. Audio Pipeline Execution:
    • Procedural: Activate procedural-composer for 4-byte aligned (&^ 3) 16-bit stereo SFX, DSP filters, and 6-channel BGM.
    • AI / Hybrid: Activate lyria (lyria-3.5 / lyria-3-pro-preview, lyria-3-clip-preview) for 44.1 kHz stereo soundtracks and combine with procedural-composer for loop slicing and SFX.
  5. Parallel Execution (Optional): For multi-system builds with orthogonal workstreams, activate swarm-coding to coordinate parallel specialist subagents across disjoint file sets.
  6. Quality Gate & Verification: Activate godoctor to validate AST integrity, run unit tests with TestQuery analytics, and eliminate test blind spots via Selene mutation testing.
  7. WebAssembly & Cloud Run Deployment: Activate ebitengineer to compile to WASM with browser audio unlock synchronization and package for deployment.