define-rendering-target
Use when selecting target platform and game engine for a game project through a guided interview. Triggers: 'select platform', 'choose engine'.
SKILL.mdskills/game_dev/user/define-rendering-target/SKILL.md
GitHub1. Template Binding
- Output:
{TARGET_FOLDER}/docs/rendering_target.md - Logic: Platform selection drives engine options; engine selection drives downstream code generation.
2. Core Pattern: Two-Stage Interview
CRITICAL: Ask ONE question at a time using question tool. Wait for each answer before proceeding.
Sequential steps:
- Ask platform → STOP
- Ask dimension (Web only: 2D/3D) → STOP
- Ask engine (platform-appropriate options) → STOP
- Present summary for confirmation → STOP
- Generate
rendering_target.mdonly after confirmation
Platform → Engine Mapping
| Platform | Engine Options | Notes |
|---|---|---|
| Web | Phaser 3 (2D) / Three.js (3D) | Dimension determines engine |
| PC | Unity / Godot / Other | Unity: full-featured; Godot: lightweight/open-source |
| Mobile | Unity / Godot / Other | Unity: cross-platform; Godot: lightweight 2D |
| Console | Proprietary SDK / Unity / Godot | Unity: multi-platform console+PC; Godot: limited |
Web dimension rule: 2D → Phaser 3, 3D → Three.js.
Other engine: Add note "⚠️ Manual engine setup required — not auto-generated by build pipeline."
3. When to Use
Starting new project after bootstrap-game-project Phase 0b, or refactoring to change target platform when rendering_target.md does not yet exist.
4. Quick Reference
Output: {TARGET_FOLDER}/docs/rendering_target.md. Tool: question (one per turn).
| Platform | Engine Options | Notes |
|---|---|---|
| Web | Phaser 3 (2D) / Three.js (3D) | Dimension determines engine |
| PC | Unity / Godot / Other | Unity: full-featured; Godot: lightweight/open-source |
| Mobile | Unity / Godot / Other | Unity: cross-platform; Godot: lightweight 2D |
| Console | Proprietary SDK / Unity / Godot | Unity: multi-platform console+PC; Godot: limited |
Steps: platform → dimension (Web only) → engine → confirm → generate spec.
5. Interaction Protocol
Use question tool for every step. One question per turn.
Intercepts
- Platform-Engine Mismatch: Warn about known issues (e.g., Godot on Switch). "Godot has limited console certification support. Prefer Unity?"
- Web Dimension Missing: "Is your game 2D or 3D? 2D → Phaser 3, 3D → Three.js."
- Manual Setup Warning: "⚠️ '{Engine}' is not auto-generated. You must set up the renderer manually. Proceed?"
Output Spec Format
# Rendering Target Specification
## Platform
{platform_name}
## Game Engine
{engine_name}
## Dimension
{2D/3D/N/A}
## Resolution & Viewport
{resolution_info}
## Technical Constraints
{platform + engine constraints}
## Build Pipeline Implications
- Renderer: {auto-generated / manual}
- Asset loading: {platform-specific notes}
- Input handling: {platform-specific notes}
5. Quality Gates
- Platform resolved before selecting engine
- Web dimension confirmed (2D → Phaser 3, 3D → Three.js) before finalizing spec
- Engine selection maps to concrete technical options — no vague descriptors like "something fast"
- One question per turn only
- User confirmation received before generating spec
6. Execution Command
Command: /define-rendering-target