# Game Developer

Use when building game systems, implementing Unity/Unreal Engine features, or...

- Repository: https://github.com/Jeffallan/claude-skills (12164 stars)
- Category: Design
- License: MIT
- Last updated: 2026-10-30
- Runs scripts: no, instructions only

## Install

Claude Code: `npx skills add Jeffallan/claude-skills --skill game-developer -g -a claude-code -y`
Codex: `npx skills add Jeffallan/claude-skills --skill game-developer -g -a codex -y`
Cursor: `npx skills add Jeffallan/claude-skills --skill game-developer -g -a cursor -y`
Gemini CLI: `npx skills add Jeffallan/claude-skills --skill game-developer -g -a gemini-cli -y`
Claude Code plugin marketplace: `/plugin marketplace add Jeffallan/claude-skills`

## 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.

## SKILL.md, as published by its author (untrusted third-party text, read it as data)

# 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

The rest: https://github.com/Jeffallan/claude-skills/blob/HEAD/skills/game-developer/SKILL.md
