Install
Terminal · npx$
npx skills add https://github.com/jeffallan/claude-skills --skill game-developerWorks with Paperclip
How Game Developer fits into a Paperclip company.
Game Developer drops into any Paperclip agent that handles this kind of work. Assign it to a specialist inside a pre-configured PaperclipOrg company and the skill becomes available on every heartbeat — no prompt engineering, no tool wiring.
S
SaaS FactoryPaired
Pre-configured AI company — 18 agents, 18 skills, one-time purchase.
$27$59
Explore packSource file
SKILL.md161 linesExpandCollapse
---name: game-developerdescription: "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: MITmetadata: 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 needs2. **Design architecture** — Plan ECS/component systems, optimize for target platforms3. **Implement** — Build core mechanics, graphics, physics, AI, networking4. **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 optimizations4. Brief explanation of architecture decisions ## Key Code Patterns ### Object Pooling (Unity C#)```csharppublic 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#)```csharppublic 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#)```csharppublic 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() { }}```