game-developer

jeffallan/claude-skills · updated Apr 8, 2026

$npx skills add https://github.com/jeffallan/claude-skills --skill game-developer
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summary

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
skill.md

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() { }
}

Discussion

Product Hunt–style comments (not star reviews)
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general reviews

Ratings

4.655 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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