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/)