Best for
- Use when building game systems, implementing Unity/Unreal Engine features, or optimizing game performance.
Jeffallan/claude-skills/skills/game-developer/SKILL.md
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 optimizatio
Decision brief
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, multip…
Compatibility matrix
| Platform | Status | Evidence | What to check |
|---|---|---|---|
| Codex | Not declared | No explicit evidence | Portability before use |
| Claude Code | Not declared | No explicit evidence | Portability before use |
| Cursor | Not declared | No explicit evidence | Portability before use |
| Gemini CLI | Not declared | No explicit evidence | Portability before use |
Installation
The source command is displayed only when detected. A safe inspection prompt is always available so your agent can explain every action before execution.
npx skills add https://github.com/Jeffallan/claude-skills --skill "skills/game-developer"Inspect the Agent Skill "game-developer" from https://github.com/Jeffallan/claude-skills/blob/e8be415bc94d8d6ebddc2fb50e5d03c6e27d4319/skills/game-developer/SKILL.md at commit e8be415bc94d8d6ebddc2fb50e5d03c6e27d4319. List every install step, command, network request, credential, file read/write, external action, and rollback step. Explain whether it fits my task. Do not install or execute anything until I approve.
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 optimiz…
Load detailed guidance based on context:
Target 60+ FPS on all platforms
Target 60+ FPS on all platforms
Instantiate/Destroy in tight loops or Update()
Permission review
No configured static risk pattern was detected
This is not proof of safety. Runtime behavior, indirect dependencies, and hidden external systems are outside the static scan.
Evidence record
| Signal | Value | Evidence type | Meaning |
|---|---|---|---|
| Quality score | 85/100 | Computed | Documentation, specificity, maintenance, and trust rules |
| Repository stars | 10,762 | Source | Repository attention, not individual Skill quality |
| Compatibility | 0 platforms | Source | Declared in the catalog source record |
| Usage guide | automated source guide | Editorial | Generated or reviewed according to the visible evidence level |
Pinned source
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 |
When implementing game features, provide:
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);
}
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);
}
}
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() { }
}
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