game-developer
NewUse 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.
Overview
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() { }
}Install & Usage
mkdir -p .claude/skillsmkdir -p .claude/skills && curl -o .claude/skills/game-developer.md https://raw.githubusercontent.com/jeffallan/claude-skills/main/skills/game-developer/SKILL.md/game-developerSecurity Audits
Frequently Asked Questions
What is 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 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.
How to install game-developer?
To install game-developer: create the skills directory (mkdir -p .claude/skills), then run: mkdir -p .claude/skills && curl -o .claude/skills/game-developer.md https://raw.githubusercontent.com/jeffallan/claude-skills/main/skills/game-developer/SKILL.md. Finally, /game-developer in Claude Code.
What is game-developer best for?
game-developer is a skill categorized under General. It is designed for: design. Created by jeffallan.