game-developer
Use when building game systems, implementing Unity/Unreal Engine features, or optimizing game performance. Invoke to implement ECS architecture, configure physics systems and colliders, set up multiplayer networking with lag compensation, optimize frame rates to 60+ FPS targets, develop shaders, or
By jeffallan · 5,334 installs
npx skills add jeffallan/claude-skills --skill game-developer
Source repository · Upstream listing
Game Developer
Core Workflow
1. Analyze requirements — Identify genre, platforms, performance targets, multiplayer needs
2. Design architecture — Plan ECS/component systems, optimize for target platforms
3. Implement — Build core mechanics, graphics, physics, AI, networking
4. Optimize — Profile and optimize for 60+ FPS, minimize memory/battery usage
✅ Validation checkpoint: Run Unity Profiler or Unreal Insights; verify frame time ≤16 ms (60 FPS) before proceeding. Identify and resolve CPU/GPU bottlenecks iteratively.
5. Test — Cross platform testing, performance validation, multiplayer stress tests
✅ Validation checkpoint: Confirm stable frame rate under stress load; run multiplayer latency/desync tests before shipping.
Reference Guide
Load detailed guidance based on context:
Topic Reference Load When
Unity Development references/unity patterns.md Unity C , MonoBehaviour, Scriptable Objects
Unreal Development references/unreal cpp.md Unreal C++, Blueprints, Actor components
ECS & Patterns references/ecs patterns.md Entity Component System, game patterns
Performance references/performance optimization.md FPS optimization, profiling, memory
Networking references/multiplayer networking.md Multiplayer, client server, lag compensation
Constraints
MUST DO
Target 60+ FPS on all platforms
Use object pooling for frequent instantiation
Implement LOD systems for optimization
Profile performance regularly (CPU, GPU, memory)
Use async loading for resources
Implement proper state machines for game logic
Cache component references (avoid GetComponent in Update)
Use delta time for frame independent movement
MUST NOT DO
Instantiate/Destroy in tight loops or Update()
Skip profiling and performance testing
Use string comparisons for tags (use CompareTag)
Allocate memory in Update/FixedUpdate loops
Ignore platform specific constraints (mobile, console)
Use Find methods in Update loops
Hardcode game values (use ScriptableObjects/data files)
Output Templates
When implementing game features, provide:
1. Core system implementation (ECS component, MonoBehaviour, or Actor)
2. Associated data structures (ScriptableObjects, structs, configs)
3. Performance considerations and optimizations
4. Brief explanation of architecture decisions
Key Code Patterns
Object Pooling (Unity C )
Component Caching (Unity C )
State Machine (Unity C )
[Documentation](https://jeffallan.github.io/claude skills/skills/specialized/game developer/)