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/game-developer

@efebc44
by jeffallanjeffallan/claude-skills12k stars
1,124

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 apply game design patterns such as object pooling and state machines. Trigger keywords: Unity, Unreal Engine, game development, ECS architecture, game physics, multiplayer networking, game optimization, shader programming, game AI.

Use this Skill: https://skilld.dev/gh/jeffallan/claude-skills/game-developer

This session only. Nothing lands on disk.

SKILL.md

≈137 tokens always: the name and description. ≈1.2k when used: this file. ≈12k more on demand in 5 files.

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#)

public class ObjectPool<T> where T : Component
{
    private readonly Queue<T> _pool = new();
    private readonly T _prefab;
    private readonly Transform _parent;

    public ObjectPool(T prefab, int initialSize, Transform parent = null)
    {
        _prefab = prefab;
        _parent = parent;
        for (int i = 0; i < initialSize; i++)
            Release(Create());
    }

    public T Get()
    {
        T obj = _pool.Count > 0 ? _pool.Dequeue() : Create();
        obj.gameObject.SetActive(true);
        return obj;
    }

    public void Release(T obj)
    {
        obj.gameObject.SetActive(false);
        _pool.Enqueue(obj);
    }

    private T Create() => Object.Instantiate(_prefab, _parent);
}

Component Caching (Unity C#)

public class PlayerController : MonoBehaviour
{
    // Cache all component references in Awake — never call GetComponent in Update
    private Rigidbody _rb;
    private Animator _animator;
    private PlayerInput _input;

    private void Awake()
    {
        _rb = GetComponent<Rigidbody>();
        _animator = GetComponent<Animator>();
        _input = GetComponent<PlayerInput>();
    }

    private void FixedUpdate()
    {
        // Use cached references; use deltaTime for frame-independence
        Vector3 move = _input.MoveDirection * (speed * Time.fixedDeltaTime);
        _rb.MovePosition(_rb.position + move);
    }
}

State Machine (Unity C#)

public abstract class State
{
    public abstract void Enter();
    public abstract void Tick(float deltaTime);
    public abstract void Exit();
}

public class StateMachine
{
    private State _current;

    public void TransitionTo(State next)
    {
        _current?.Exit();
        _current = next;
        _current.Enter();
    }

    public void Tick(float deltaTime) => _current?.Tick(deltaTime);
}

// Usage example
public class IdleState : State
{
    private readonly Animator _animator;
    public IdleState(Animator animator) => _animator = animator;
    public override void Enter() => _animator.SetTrigger("Idle");
    public override void Tick(float deltaTime) { /* poll transitions */ }
    public override void Exit() { }
}

Documentation

Source: SKILL.md on GitHub

1 alert16d5 checks · Risk CRITICAL
  • Gen Agent Trust Hub16d

    The skill provides reference documentation and code samples for Unity and Unreal Engine game development, covering patterns like ECS, object pooling, and multiplayer networking. No malicious patterns, prompt injections, or security vulnerabilities were found.

  • Socket16d

    No alerts

  • Snyk16d

    Risk: LOW · No issues

  • Runlayer6mo

    2/6 files flagged

  • ZeroLeaks5mo

    Score: 93/100 · 2 sections analyzed

Signed by skilld at efebc44. This ties the file your Agent reads to that commit on GitHub. It does not review the instructions.

Last checked against GitHub 2 months ago.

Steadyupdated 5 months ago
Other metadata
metadata
{
  "author": "https://github.com/Jeffallan",
  "version": "1.1.0",
  "domain": "specialized",
  "triggers": "Unity, Unreal Engine, game development, ECS architecture, game physics, multiplayer networking, game optimization, shader programming, game AI",
  "role": "specialist",
  "scope": "implementation",
  "output-format": "code",
  "related-skills": null
}
  • Performance
  • unity
  • unreal-engine
  • game-development
  • ecs
  • physics
  • multiplayer
  • networking
  • optimization
  • shader
  • game-ai

README badge

README badge for jeffallan/claude-skills/game-developer

Implements core game systems for Unity and Unreal Engine including ECS architecture, physics, multiplayer networking, and performance optimization targeting 60+ FPS. Provides patterns for object pooling, component caching, state machines, and shader development with validation checkpoints for profiling and cross-platform testing.

Generated from the current SKILL.md.

Does this skill support both Unity and Unreal Engine?
Yes. The skill includes reference guides for both Unity C# and Unreal C++/Blueprints, with platform-specific patterns and constraints for each engine.
What performance targets does this skill enforce?
The skill mandates 60+ FPS on all platforms with validation checkpoints using profilers (Unity Profiler or Unreal Insights) to confirm frame time stays at or below 16 ms.
Does this cover multiplayer networking?
Yes. The skill includes guidance on client-server architecture and lag compensation strategies via the multiplayer-networking reference guide.
What game architecture patterns does this skill teach?
The skill covers Entity Component System (ECS) architecture, state machines, object pooling, and component caching, with concrete code examples for each pattern.
Can I use this skill for mobile game optimization?
Yes. The skill explicitly addresses platform-specific constraints including mobile performance, memory usage, and battery considerations as part of the optimization workflow.

Generated from the current SKILL.md. These answers refresh after source changes.