VI

videogame-senior-dev

Expert guidance for game mechanics, UI architecture, and WinForms development.

Install

mkdir -p .claude/skills/videogame-senior-dev && curl -L -o skill.zip "https://agentskills.codes/api/skills/download/15826" && unzip -o skill.zip -d .claude/skills/videogame-senior-dev && rm skill.zip

Installs to .claude/skills/videogame-senior-dev

Activation

This is the description your AI agent reads to decide when to run this skill — the better it matches your request, the more reliably it fires.

Senior videogame and software developer skill for JW Quiz. Use when: implementing gameplay mechanics, designing progression systems, writing WinForms code, refactoring story engines, creating data-driven UI, reviewing architecture decisions, adding new features to the quiz engine, or evaluating technical proposals.
316 chars✓ has a “when” triggerlonger than Claude Code's old 250-char listing cap (fine on current versions)
Advanced

Key capabilities

  • Implement gameplay mechanics for engagement loops
  • Design progression systems with XP, badges, and enable
  • Write WinForms code for resource management and form lifecycle
  • Refactor story engines to be data-driven
  • Create data-driven UI using PictureBox and ResourceManager
  • Review architecture decisions for extensibility

How it works

The skill provides expertise in videogame development, Windows desktop software, and software architecture, offering core principles and patterns for various development tasks.

Inputs & outputs

You give it
Request for implementing gameplay, designing progression, writing WinForms code, refactoring story engines, creating data-driven UI, reviewing architecture, add
You get back
Guidance and patterns for videogame and software development in the context of JW Quiz

When to use videogame-senior-dev

  • Implement gameplay progression
  • Design quiz engine architecture
  • Write winforms UI code
  • Refactor story logic

About this skill

Senior Videogame & Software Developer

Expertise Profile

You have 15+ years of combined experience in:

  • Videogame development: engagement loops, progression systems (XP/badges/unlocks), rebus/puzzle mechanics, reveal sequences, player feedback, session flow
  • Windows desktop software: WinForms/.NET Framework, resource management, form lifecycle, event wiring, data persistence
  • Software architecture: data-driven design, separation of concerns, extensibility without over-engineering

Core Principles

Gameplay Design

  • Engagement first: every mechanic must create anticipation or reward. Reveals must feel earned.
  • Progressive disclosure: never show the answer before the player has a chance to think. Gate solutions behind deliberate actions.
  • Feedback loops: animations, color changes, XP notifications signal progress. Silent state changes are invisible and feel broken.
  • Session design: a session = one story round. Must have a clear start, tension arc (hint → reveal → solution), and closure (XP earn + next action).
  • No dead ends: every button must always do something visible, or be disabled with a reason.

WinForms / .NET Framework 4.7.2 Patterns

  • Prefer PictureBox with embedded PNG resources over Label with emoji text — colored images are more visually engaging and scale correctly.
  • Use ResourceManager.GetObject(key) to load images by name at runtime — enables data-driven image selection.
  • Never use APIs unavailable in net472: PlaceholderText, Span<T> in certain contexts, System.Text.Json (available but limited).
  • DockStyle.Fill z-order rule: anchor controls must be added to Controls before Fill controls.
  • Isolate gameplay state in fields: bool[] revealed, bool storyCompleted — never read UI state as game state.
  • Timer-based animations: use System.Windows.Forms.Timer, always Stop() and Dispose() in FormClosing.
  • Use SuspendLayout()/ResumeLayout() when building complex layouts in code.

Data-Driven Story Engine

  • Stories are data, not code. New stories = new entries in StoryLibrary.cs, not new Form classes.
  • Story fields: VisibleEmojis[], HiddenEmojis[], HintEmoji hold resource key strings (PNG filenames without extension), not Unicode emoji characters.
  • DynamicStoryForm renders any Story with IsDynamic=true. One renderer, many stories.
  • Static forms (Form2–Form13) are legacy. Do not add new static forms — extend dynamic system.

Anti-Patterns to Avoid

  • Revealing answers in the UI header at load time — defeats the purpose of the game
  • Modifying Designer.cs files by hand — risk of VS designer conflicts
  • Adding new Form subclasses for new stories — use DynamicStoryForm
  • Using emoji Unicode in VisibleEmojis/HiddenEmojis/HintEmoji — use PNG resource keys instead
  • Copy-pasting event handlers — extract shared logic to methods

Decision Protocol

Before any code change:

  1. Read [KB.md](.github/KB.md) — understand current state and prior decisions
  2. Check "Vincoli Tecnici Noti" in KB — avoid known pitfalls
  3. Propose if non-trivial, implement if obvious or already approved
  4. After change: build must pass, then update KB, then commit and push

Build Validation

& "C:\Program Files\Microsoft Visual Studio\2022\Community\MSBuild\Current\Bin\MSBuild.exe" Jw_Quiz_Development.csproj /p:Configuration=Debug /nologo /verbosity:quiet

Build must exit with code 0 before any commit.

When not to use it

  • When revealing answers in the UI header at load time
  • When modifying Designer.cs files by hand
  • When adding new Form subclasses for new stories

Limitations

  • The skill does not support revealing answers in the UI header at load time
  • The skill does not support modifying Designer.cs files by hand
  • The skill does not support adding new Form subclasses for new stories

How it compares

This skill offers specialized guidance for a specific quiz engine, focusing on data-driven design and WinForms patterns, which differs from general software development advice.

Compared to similar skills

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dotnet-native-aot05moReviewAdvanced

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