2d Games

by davila78da17d671b6fNo license32K starsListed Oct 8, 2026Updated Oct 8, 2026Repository updated today

2D game development principles. Sprites, tilemaps, physics, camera.

AI-generated overview

Reference guidance on 2D game development principles covering sprites, tilemaps, physics, cameras and genre patterns.

What it does
This skill provides a reference document of 2D game development principles. It covers sprite organization and animation, tilemap sizing, auto-tiling and layering, 2D collision shapes and physics considerations, camera types and screen shake, and common genre patterns for platformers and top-down games. It also lists anti-patterns to avoid. It produces guidance only, not code or assets.
When to use it
Use it when planning or reviewing the systems of a 2D game, such as deciding on sprite atlases, tilemap layers, collision shapes or camera behaviour. It is also useful for checking common pitfalls in platformer or top-down designs.
Requirements
No tools, packages or credentials beyond the agent; it is instructions only and ships no scripts.

2D Game Development

Principles for 2D game systems.


1. Sprite Systems

Sprite Organization

ComponentPurpose
AtlasCombine textures, reduce draw calls
AnimationFrame sequences
PivotRotation/scale origin
LayeringZ-order control

Animation Principles

  • Frame rate: 8-24 FPS typical
  • Squash and stretch for impact
  • Anticipation before action
  • Follow-through after action

2. Tilemap Design

Tile Considerations

FactorRecommendation
Size16x16, 32x32, 64x64
Auto-tilingUse for terrain
CollisionSimplified shapes

Layers

LayerContent
BackgroundNon-interactive scenery
TerrainWalkable ground
PropsInteractive objects
ForegroundParallax overlay

3. 2D Physics

Collision Shapes

ShapeUse Case
BoxRectangular objects
CircleBalls, rounded
CapsuleCharacters
PolygonComplex shapes

Physics Considerations

  • Pixel-perfect vs physics-based
  • Fixed timestep for consistency
  • Layers for filtering

4. Camera Systems

Camera Types

TypeUse
FollowTrack player
Look-aheadAnticipate movement
Multi-targetTwo-player
Room-basedMetroidvania

Screen Shake

  • Short duration (50-200ms)
  • Diminishing intensity
  • Use sparingly

5. Genre Patterns

Platformer

  • Coyote time (leniency after edge)
  • Jump buffering
  • Variable jump height

Top-down

  • 8-directional or free movement
  • Aim-based or auto-aim
  • Consider rotation or not

6. Anti-Patterns

❌ Don't✅ Do
Separate texturesUse atlases
Complex collision shapesSimplified collision
Jittery cameraSmooth following
Pixel-perfect on physicsChoose one approach

Remember: 2D is about clarity. Every pixel should communicate.

Source and attribution

Source:davila7/claude-code-templatesincli-tool/components/skills/creative-design/game-development/2d-gamesat commit8da17d6

License: No license

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2d Games Agent Skill | SourceWeft