Agent Skills for Claude Code | Game Developer
| Domain | Specialized |
| Role | specialist |
| Scope | implementation |
| Output | code |
Triggers: Unity, Unreal Engine, game development, ECS architecture, game physics, multiplayer networking, game optimization, shader programming, game AI
Core Workflow
Section titled “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
Section titled “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
Section titled “Constraints”MUST DO
Section titled “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
Section titled “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
Section titled “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
Section titled “Key Code Patterns”Object Pooling (Unity C#)
Section titled “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#)
Section titled “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#)
Section titled “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 examplepublic 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() { }}