Agent skill

Game Developer

by Jeffallan in Jeffallan/claude-skills

Covers game programming in Unity and Unreal Engine: ECS design, physics, multiplayer networking, shaders and profiling toward a 60 FPS target.

MITAuto-check passedGame Development

Install Game Developer

skills CLI
$ npx skills add Jeffallan/claude-skills --skill game-developer -a claude-code

Project install by default; add -g for ~/.claude/skills/.

GitHub CLI
$ gh skill install Jeffallan/claude-skills game-developer --agent claude-code

Project scope by default; add --scope user for a personal install. Needs GitHub CLI 2.90.0 or later (public preview).

Manual copy
$ git clone --depth 1 https://github.com/Jeffallan/claude-skills.git skills-src && mkdir -p .claude/skills && cp -r skills-src/skills/game-developer .claude/skills/game-developer && rm -rf skills-src

Use ~/.claude/skills/ instead of .claude/skills for a personal install. The folder must contain SKILL.md.

Claude Code skills documentation · loads skills from .claude/skills/

Facts

Skill name
game-developer
GitHub stars
12k
Token cost
~1.5k tokens
SKILL.md length
291 words
Files
6 (incl. references)
Skills in repo
58
Repo updated
First seen
Licence
MIT

At a glance

Covers game programming in Unity and Unreal Engine: ECS design, physics, multiplayer networking, shaders and profiling toward a 60 FPS target.

  • Works in 5 steps: Analyze requirements — Identify genre,… → Design architecture — Plan ECS/component… → Implement — Build core mechanics,… → …
  • Implementing a gameplay system in Unity with MonoBehaviours and ScriptableObjects
  • SKILL.md covers Core Workflow, Reference Guide, Constraints and Output Templates, plus 1 more section
  • Instructions only: no scripts, shell commands, URLs or credentials in SKILL.md

What it does

Five steps structure the work: analyze genre, platforms, performance targets and multiplayer needs, design the ECS or component architecture, implement mechanics, graphics, physics, AI and networking, optimize, then test. Optimization and testing carry checkpoints. The agent runs Unity Profiler or Unreal Insights and confirms a frame time of 16 ms or less before moving on, then checks frame rate under stress and runs multiplayer latency and desync tests before shipping.

Reference files cover Unity patterns, Unreal C++, ECS, performance work, and client-server multiplayer with lag compensation. Rules include object pooling, LOD systems, async resource loading, state machines, cached component references and delta time, and they rule out Instantiate or Destroy inside Update, string tag comparisons, Find calls in loops and hardcoded game values. Output is the core system, its data structures, performance notes and a short explanation of the architecture.

When your agent uses it

  • Implementing a gameplay system in Unity with MonoBehaviours and ScriptableObjects
  • Writing Unreal Engine C++ actor components
  • Setting up client-server multiplayer with lag compensation
  • Profiling and fixing frame-rate drops on target platforms
  • Applying object pooling or state machines to game logic

Example prompts

  • “Add an object pool for projectiles in our Unity shooter so we stop instantiating bullets on every shot.”
  • “Design an ECS layout for a crowd of enemies that avoids per-frame allocations.”
  • “Our client-server game rubber-bands on bad connections, so add lag compensation.”
  • “Profile the Unreal build and tell me what keeps us over the 16 ms frame budget.”

Workflow steps

5 steps, taken from the first numbered list in SKILL.md.

  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
  5. Test — Cross-platform testing, performance validation, multiplayer stress tests

What it can do on your machine

Read from SKILL.md and the folder at commit 1be15d8. It shows what the files ask for, not the result of running them.

  • Tool permissions

    Pre-approves nothing: there is no allowed-tools line, so your agent's usual permission prompts apply.

    From allowed-tools in the SKILL.md frontmatter.

  • Runs code

    No scripts in the folder and no shell commands in SKILL.md (its code samples are csharp).

    From the folder's file list and the shell code blocks in SKILL.md.

  • Network

    Links to these hosts (documentation or services it may open):

    • github.com
    • synergetic.solutions
    • jeffallan.github.io

    From URLs in SKILL.md, links to its own repository left out.

  • Credentials

    Names no API keys, tokens, secrets or passwords.

    From names ending in _API_KEY, _TOKEN, _SECRET, _KEY or _PASSWORD in SKILL.md.

Context cost

Game Developer loads about 1.5k tokens when it runs, and up to ~14k if it reads all its reference files. Until then it costs about 137 tokens; SKILL.md has 291 words of instructions outside code blocks.

Always · name and description, kept in context so the agent knows when to use it
~137
When it runs · the whole SKILL.md, loaded when a task matches
~1.5k
With references · SKILL.md plus every file in references/, read only if the agent opens them
~14k

Estimates: characters ÷ 4, the usual rule of thumb; real counts depend on the model's tokenizer. Scripts and assets cost tokens only if the agent reads them.

Safety

Auto-check passed

The automated check found no risky patterns in SKILL.md.

Automated static check — not a guarantee. Review scripts before installing. It scans the text of SKILL.md for risky patterns (piping downloads into a shell, reading credential files, hidden Unicode, destructive commands); files beside SKILL.md are not scanned.

SKILL.md

The full file from Jeffallan/claude-skills at commit 1be15d8, republished under its MIT licence (© Jeffallan). 291 words, ~1,470 tokens.

Download SKILL.mdSave it as .claude/skills/game-developer/SKILL.md (or your agent's skills folder). This skill also uses 5 other files; get the full folder from GitHub.
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
metadata.company
https://synergetic.solutions
metadata.version
1.1.0
metadata.domain
specialized
metadata.triggers
Unity, Unreal Engine, game development, ECS architecture, game physics, multiplayer networking, game optimization, shader programming, game AI
metadata.role
specialist
metadata.scope
implementation
metadata.output-format
code

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:

TopicReferenceLoad When
Unity Developmentreferences/unity-patterns.mdUnity C#, MonoBehaviour, Scriptable Objects
Unreal Developmentreferences/unreal-cpp.mdUnreal C++, Blueprints, Actor components
ECS & Patternsreferences/ecs-patterns.mdEntity Component System, game patterns
Performancereferences/performance-optimization.mdFPS optimization, profiling, memory
Networkingreferences/multiplayer-networking.mdMultiplayer, 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#)
csharp
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#)
csharp
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#)
csharp
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() { }
}

Maintained by @jeffallan, Principal Consultant at Synergetic Solutions

Documentation

© Jeffallan, MIT. Rendered from Markdown: HTML in the file is shown as text, images as links, and headings moved down two levels. Raw file

Files

SKILL.md and 5 other files (references) in skills/game-developer of Jeffallan/claude-skills.

  • SKILL.md
  • references/ecs-patterns.md
  • references/multiplayer-networking.md
  • references/performance-optimization.md
  • references/unity-patterns.md
  • references/unreal-cpp.md

Open the folder on GitHubat commit 1be15d8

Compare with similar skills

Game Developer next to the 5 skills that share the most tags, products or categories with it. Stars are the repository's; “used in” counts other GitHub owners with a copy.

Game Developer compared with similar skills
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Game Developer this skillJeffallan/claude-skills12k—~1.5kAutomated safety check: PassMIT
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UMG Material MCPwinyunq/UnrealMotionGraphicsMCP207—~913Automated safety check: PassMIT
Dream Shader CreateTypeDreamMoon/DreamShader106—~1.9kAutomated safety check: PassMIT
Dream Shader DecompileTypeDreamMoon/DreamShader106—~2.9kAutomated safety check: PassMIT

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Works with

Questions about Game Developer

What does Game Developer do?

Covers game programming in Unity and Unreal Engine: ECS design, physics, multiplayer networking, shaders and profiling toward a 60 FPS target. Five steps structure the work: analyze genre, platforms, performance targets and multiplayer needs, design the ECS or component architecture, implement mechanics, graphics, physics, AI and networking, optimize, then test. Optimization and testing carry checkpoints.

When should I use Game Developer?

Game Developer fits situations like: implementing a gameplay system in Unity with MonoBehaviours and ScriptableObjects; writing Unreal Engine C++ actor components; setting up client-server multiplayer with lag compensation; profiling and fixing frame-rate drops on target platforms.

How do I install Game Developer in Claude Code?

Run `npx skills add Jeffallan/claude-skills --skill game-developer -a claude-code`. Or copy the skill folder (skills/game-developer in Jeffallan/claude-skills) into .claude/skills/game-developer in your project. Claude Code loads it when a task matches its description.

How do I install Game Developer in Codex?

Run `npx skills add Jeffallan/claude-skills --skill game-developer -a codex`. Or copy the skill folder (skills/game-developer in Jeffallan/claude-skills) into .agents/skills/game-developer in your project. Codex loads it when a task matches its description.

Can I use Game Developer in Cursor, Gemini CLI or GitHub Copilot?

Cursor, Gemini CLI, GitHub Copilot and OpenCode also load SKILL.md folders. With the skills CLI, run `npx skills add Jeffallan/claude-skills --skill game-developer -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/game-developer, .gemini/skills/game-developer, .github/skills/game-developer and .opencode/skills/game-developer in your project.

What does Game Developer need to run?

SKILL.md names no scripts, command-line tools or credentials: Game Developer is instructions for the agent only.

Does Game Developer access the network?

SKILL.md names 3 domains. As links in the text: github.com, synergetic.solutions and jeffallan.github.io. This is read from the text; nothing was executed.

Is Game Developer safe to install?

Our automated static check of SKILL.md found no risky patterns, such as piping downloads into a shell, reading credential files or hidden Unicode. It is not a guarantee. Review the folder before installing.

What licence does Game Developer use?

Game Developer is published under the MIT licence (declared in SKILL.md). It allows redistribution, so the full SKILL.md is shown on this page.

How many tokens does Game Developer use?

About 1.5k tokens (SKILL.md is roughly 5.9k characters). Agents keep only the skill's name and description in context until a task matches; then they load SKILL.md in full. Its references folder adds about 12k tokens, read only when the agent opens those files.

What are the alternatives to Game Developer?

Skills that share tags, products or a category with Game Developer: Unity Developer (aiskillstore/marketplace, 430 stars), Validate Gsdk (PlayFab/gsdk, 170 stars), UMG Material MCP (winyunq/UnrealMotionGraphicsMCP, 207 stars) and Dream Shader Create (TypeDreamMoon/DreamShader, 106 stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.

Who maintains Game Developer?

Jeffallan (a GitHub user) maintains it in Jeffallan/claude-skills, which has 11,754 GitHub stars. The repository holds 58 skills in this directory. The repository was last updated on October 3, 2026.

Source: Jeffallan/claude-skills on GitHub. Facts on this page come from the repository at the commit we read; the author's words are quoted as theirs.