Skill v1.0.1
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version: "1.0.1" 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
- 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
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:
- 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
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 Updateprivate 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-independenceVector3 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 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() { }}