game-developer▌
jeffallan/claude-skills · updated Apr 8, 2026
Game systems implementation for Unity and Unreal with ECS architecture, physics, networking, and performance optimization.
- ›Covers core game development workflows: architecture design, ECS/component systems, physics configuration, multiplayer networking with lag compensation, and shader programming
- ›Enforces 60+ FPS performance targets with profiling checkpoints; includes object pooling, LOD systems, async loading, and component caching patterns to eliminate frame-time bottlenecks
- ›Prov
Game Developer
Core Workflow
- Analyze requirements — Identify genre, platforms, performance targets, multiplayer needs
- Design architecture — Plan ECS/component systems, optimize for target platforms
- Implement — Build core mechanics, graphics, physics, AI, networking
- 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.
- 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:
- Core system implementation (ECS component, MonoBehaviour, or Actor)
- Associated data structures (ScriptableObjects, structs, configs)
- Performance considerations and optimizations
- 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() { }
}
Discussion
Product Hunt–style comments (not star reviews)- No comments yet — start the thread.
Ratings
4.6★★★★★55 reviews- ★★★★★Sophia Reddy· Dec 28, 2024
We added game-developer from the explainx registry; install was straightforward and the SKILL.md answered most questions upfront.
- ★★★★★Mei Reddy· Dec 16, 2024
Useful defaults in game-developer — fewer surprises than typical one-off scripts, and it plays nicely with `npx skills` flows.
- ★★★★★Ganesh Mohane· Dec 8, 2024
game-developer fits our agent workflows well — practical, well scoped, and easy to wire into existing repos.
- ★★★★★Sophia Martin· Dec 4, 2024
Solid pick for teams standardizing on skills: game-developer is focused, and the summary matches what you get after install.
- ★★★★★Rahul Santra· Nov 27, 2024
game-developer is among the better-maintained entries we tried; worth keeping pinned for repeat workflows.
- ★★★★★William Gill· Nov 23, 2024
I recommend game-developer for anyone iterating fast on agent tooling; clear intent and a small, reviewable surface area.
- ★★★★★Sofia Gill· Nov 19, 2024
Keeps context tight: game-developer is the kind of skill you can hand to a new teammate without a long onboarding doc.
- ★★★★★Kabir Abebe· Nov 7, 2024
game-developer has been reliable in day-to-day use. Documentation quality is above average for community skills.
- ★★★★★Ishan Mensah· Nov 3, 2024
Registry listing for game-developer matched our evaluation — installs cleanly and behaves as described in the markdown.
- ★★★★★Ishan Okafor· Nov 3, 2024
Solid pick for teams standardizing on skills: game-developer is focused, and the summary matches what you get after install.
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