SkillAgentSearch skills...

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…

Install / Use

npx skills add Jeffallan/claude-skills --skill game-developer

Installs into whichever agent you are using.

About this skill
📄

SKILL.md

Installable skill definition

Quality Score

91/100

Category

Other

Supported Platforms

Universal

Our assessment of game-developer

game-developer scores 91/100 on our quality scale, 12th of 104 Other skills we index (top 12%).

Its SKILL.md is 5.6 KB long, well organised into 11 sections with 3 code examples: a solid amount of guidance for an agent.

With 11,621 GitHub stars, it is one of the more widely adopted skills in the catalogue.

Substance
26/30
Structure
18/20
Description
15/15
Adoption
17/20
Freshness
15/15

Maintenance, license and trust

  • The repository was last updated about 2 months ago, so game-developer is actively maintained.
  • It is released under the MIT license, a permissive license that allows use, modification and commercial use with attribution.
  • Its trust signals score 100/100, with no cautions. These come from repository metadata, not a code audit — read the skill file before letting an agent act on it.

game-developer compared with similar skills

All 4 of these similar skills score higher than game-developer; compare them before choosing.

SkillScoreStarsUpdatedFormat
game-developer (this skill)by Jeffallan9111.6k51d agoSKILL.md
algorithmic-artby anthropics100177.9k5d agoSKILL.md
pptxby anthropics100177.9k5d agoSKILL.md
designby nextlevelbuilder100130.2k6d agoSKILL.md
ui-ux-pro-maxby nextlevelbuilder100130.2k6d agoSKILL.md

Frequently asked questions

How do I install game-developer?
Run npx skills add Jeffallan/claude-skills --skill game-developer. The install tabs above show the steps for each supported agent.
Which AI agents does game-developer work with?
It is written for Universal, as a SKILL.md file. Other agents that read the same format can often use it too.
Is game-developer safe to use?
It is MIT-licensed and scores 100/100 on trust signals. Skills are instructions an agent will follow, so read the file before installing it and do not approve commands you do not understand.
Is game-developer still maintained?
The repository was last updated about 2 months ago, so game-developer is actively maintained.

name: game-developer description: "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." license: MIT metadata: author: https://github.com/Jeffallan version: "1.1.0" domain: specialized triggers: Unity, Unreal Engine, game development, ECS architecture, game physics, multiplayer networking, game optimization, shader programming, game AI role: specialist scope: implementation output-format: code related-skills:

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() { }
}

Documentation

Related Skills

View on GitHub
GitHub Stars11.6k
CategoryOther
Updated1mo ago
Forks1.1k

Languages

Python

Trust signals

100/100

From repository metadata: license, adoption, age and documentation. Not a code audit — see the Safety scan above for what the skill file itself contains.

No cautions