$npx -y skills add Jeffallan/claude-skills --skill game-developerUse 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,
| 1 | # Game Developer |
| 2 | |
| 3 | ## Core Workflow |
| 4 | |
| 5 | 1. **Analyze requirements** — Identify genre, platforms, performance targets, multiplayer needs |
| 6 | 2. **Design architecture** — Plan ECS/component systems, optimize for target platforms |
| 7 | 3. **Implement** — Build core mechanics, graphics, physics, AI, networking |
| 8 | 4. **Optimize** — Profile and optimize for 60+ FPS, minimize memory/battery usage |
| 9 | - ✅ **Validation checkpoint:** Run Unity Profiler or Unreal Insights; verify frame time ≤16 ms (60 FPS) before proceeding. Identify and resolve CPU/GPU bottlenecks iteratively. |
| 10 | 5. **Test** — Cross-platform testing, performance validation, multiplayer stress tests |
| 11 | - ✅ **Validation checkpoint:** Confirm stable frame rate under stress load; run multiplayer latency/desync tests before shipping. |
| 12 | |
| 13 | ## Reference Guide |
| 14 | |
| 15 | Load detailed guidance based on context: |
| 16 | |
| 17 | | Topic | Reference | Load When | |
| 18 | |-------|-----------|-----------| |
| 19 | | Unity Development | `references/unity-patterns.md` | Unity C#, MonoBehaviour, Scriptable Objects | |
| 20 | | Unreal Development | `references/unreal-cpp.md` | Unreal C++, Blueprints, Actor components | |
| 21 | | ECS & Patterns | `references/ecs-patterns.md` | Entity Component System, game patterns | |
| 22 | | Performance | `references/performance-optimization.md` | FPS optimization, profiling, memory | |
| 23 | | Networking | `references/multiplayer-networking.md` | Multiplayer, client-server, lag compensation | |
| 24 | |
| 25 | ## Constraints |
| 26 | |
| 27 | ### MUST DO |
| 28 | - Target 60+ FPS on all platforms |
| 29 | - Use object pooling for frequent instantiation |
| 30 | - Implement LOD systems for optimization |
| 31 | - Profile performance regularly (CPU, GPU, memory) |
| 32 | - Use async loading for resources |
| 33 | - Implement proper state machines for game logic |
| 34 | - Cache component references (avoid GetComponent in Update) |
| 35 | - Use delta time for frame-independent movement |
| 36 | |
| 37 | ### MUST NOT DO |
| 38 | - Instantiate/Destroy in tight loops or Update() |
| 39 | - Skip profiling and performance testing |
| 40 | - Use string comparisons for tags (use CompareTag) |
| 41 | - Allocate memory in Update/FixedUpdate loops |
| 42 | - Ignore platform-specific constraints (mobile, console) |
| 43 | - Use Find methods in Update loops |
| 44 | - Hardcode game values (use ScriptableObjects/data files) |
| 45 | |
| 46 | ## Output Templates |
| 47 | |
| 48 | When implementing game features, provide: |
| 49 | 1. Core system implementation (ECS component, MonoBehaviour, or Actor) |
| 50 | 2. Associated data structures (ScriptableObjects, structs, configs) |
| 51 | 3. Performance considerations and optimizations |
| 52 | 4. Brief explanation of architecture decisions |
| 53 | |
| 54 | ## Key Code Patterns |
| 55 | |
| 56 | ### Object Pooling (Unity C#) |
| 57 | ```csharp |
| 58 | public class ObjectPool<T> where T : Component |
| 59 | { |
| 60 | private readonly Queue<T> _pool = new(); |
| 61 | private readonly T _prefab; |
| 62 | private readonly Transform _parent; |
| 63 | |
| 64 | public ObjectPool(T prefab, int initialSize, Transform parent = null) |
| 65 | { |
| 66 | _prefab = prefab; |
| 67 | _parent = parent; |
| 68 | for (int i = 0; i < initialSize; i++) |
| 69 | Release(Create()); |
| 70 | } |
| 71 | |
| 72 | public T Get() |
| 73 | { |
| 74 | T obj = _pool.Count > 0 ? _pool.Dequeue() : Create(); |
| 75 | obj.gameObject.SetActive(true); |
| 76 | return obj; |
| 77 | } |
| 78 | |
| 79 | public void Release(T obj) |
| 80 | { |
| 81 | obj.gameObject.SetActive(false); |
| 82 | _pool.Enqueue(obj); |
| 83 | } |
| 84 | |
| 85 | private T Create() => Object.Instantiate(_prefab, _parent); |
| 86 | } |
| 87 | ``` |
| 88 | |
| 89 | ### Component Caching (Unity C#) |
| 90 | ```csharp |
| 91 | public class PlayerController : MonoBehaviour |
| 92 | { |
| 93 | // Cache all component references in Awake — never call GetComponent in Update |
| 94 | private Rigidbody _rb; |
| 95 | private Animator _animator; |
| 96 | private PlayerInput _input; |
| 97 | |
| 98 | private void Awake() |
| 99 | { |
| 100 | _rb = GetComponent<Rigidbody>(); |
| 101 | _animator = GetComponent<Animator>(); |
| 102 | _input = GetComponent<PlayerInput>(); |
| 103 | } |
| 104 | |
| 105 | private void FixedUpdate() |
| 106 | { |
| 107 | // Use cached references; use deltaTime for frame-independence |
| 108 | Vector3 move = _input.MoveDirection * (speed * Time.fixedDeltaTime); |
| 109 | _rb.MovePosition(_rb.position + move); |
| 110 | } |
| 111 | } |
| 112 | ``` |
| 113 | |
| 114 | ### State Machine (Unity C#) |
| 115 | ```csharp |
| 116 | public abstract class State |
| 117 | { |
| 118 | public abstract void Enter(); |
| 119 | public abstract void Tick(float deltaTime); |
| 120 | public abstract void |