game-code-review
Invoke when the user wants a game-specific code review, architecture check, or technical analysis of game code.
Skill by AlterLab-IEU
Chalk Labs
Need help deploying game-code-review?
Chalk Labs sets up agents like this inside real teams: connected to your tools, tested on your data, with a human in the loop where it matters.
Install
Works with Claude Code, Claude apps, Codex, Cursor, Gemini CLI, GitHub Copilot, VS Code, OpenCode, Goose, Windsurf. Read the repository before you give any tool access to your data.
npx agentmarket install skill/alterlab-ieu-game-code-review
Asks which of your tools to add it to (Claude Code, Codex, Cursor, VS Code, Windsurf, Gemini CLI, Claude Desktop) and shows the change first. See https://agentmart.dev/cli.
Get the weekly diff
The weekly diff: one email a week with new agent tools, notable updates and grade changes, plus security alerts for tools you follow. Double opt-in, one-click unsubscribe.
About
Use cases: documents, design
Reviews
Write a reviewNo reviews yet. Installed it? Reviews come from verified installers only. How reviews work
Permissions
What this skill can do and what it asks for, from its SKILL.md. Checked Oct 25, 2026.
- Tools
- No tools found
- Secrets
- None asked for
- Install scripts
- None found
Network hosts it talks to 1
codeload.github.com· found in install command
Files it touches
~/.claude/skills/game-code-review
Tools it pre-approves 6
From allowed-tools in SKILL.md: the agent may use these without asking you each time.
Read,Glob,Grep,Write,Edit,AskUserQuestion
What's inside
- Skill name
game-code-review- Description
- Invoke when the user wants a game-specific code review, architecture check, or technical analysis of game code. Covers frame independence, hot path performance, state machine integrity, and resource lifecycle. Triggers on: "code review", "review my code", "check architecture", "game code quality". Do NOT invoke for design document review (use game-design-review) or general sprint planning (use game-sprint-plan). Part of the AlterLab GameForge collection.
- License
- MIT
- Allowed tools
- Read,, Glob,, Grep,, Write,, Edit,, AskUserQuestion
- Instructions
- 513 lines in SKILL.md · view on GitHub
Agent Skills spec issues
- body: 513 lines (spec recommends under 500)
Files (1)
- SKILL.md
SKILL.md (first lines)
# AlterLab GameForge -- Game Code Review Workflow
Game code has failure modes that web code does not. A web app that allocates memory in a request handler costs you some latency. A game that allocates memory in an update loop costs you frame drops that players feel in their hands. A web app with a state management bug shows stale data. A game with a state management bug lets the player walk through walls or fire invisible bullets. Celeste's codebase is legendary precisely because Maddy Thorson and Noel Berry treated frame-perfect input handling as a first-class engineering concern -- and the result is the tightest platformer ever shipped.
This workflow reviews game code through two lenses simultaneously: standard software quality (naming, structure, testing, documentation) and game-specific correctness (frame independence, hot path performance, state machine integrity, resource lifecycle). Both lenses matter. Factorio maintains a million-entity simulation at 60fps because Wube Software treats architecture as a gameplay feature. Ignoring either lens produces code that is either well-structured but broken at runtime, or high-performing but unmaintainable.
### Purpose & Triggers
Use this workflow when:
- A developer asks "review my game code" or "check my architecture"
- Before merging a significant feature branch
- When debugging a performance issue and suspecting structural causes
- When a new developer joins and needs to understand code quality standards
- After prototyping, when deciding which code to promote to production
- When transitioning from prototype to production-quality codebase
Problems this solves:
- Frame rate drops caused by per-frame allocations nobody noticed
- Physics that behave differently at 30fps vs 60fps vs 144fps
- State machines that enter impossible states under edge conditions
- Leaked resources on scene transitions causing gradual memory growth
- Hardcoded gameplay values that require recompilation to tune
- Circular dependencies that make systems impossible to test in isolation
- Raw input handling scattered through gameplay code instead of abstracted
### Critical Rules
1. **Game-specific checks first.** Standard code quality matters, but game-specific issues
cause harder-to-diagnose failures. A naming convention violation is annoying. A frame-rate-
dependent physics calculation is a shipped bug on every hardware configuration except
the developer's machine.
2. **Context-aware severity.** A `new` allocation in a menu screen handler is fine. The same
allocation in a per-frame particle update is a critical GC pressure point. Always consider
where code runs before rating severity.
3. **Measure, do not guess.** Do not flag hypothetical performance issues without evidence.
If something looks expensive, note it as "potential concern -- profile before optimizing."
Premature optimization is real. So is premature optimization anxiety.
4. **Engine idioms matter.** Each engine has conventions. Godot signals are not Unity events are not Unreal delegates. Review code against the conventions of its engine, not against abstract ideals. Noita's pixel physics system works because Nolla Games wrote to the engine's strengths rather than fighting its architecture. Reference the appropriate engine specialist skill for engine-specific standards.
5. **Gameplay values in data, not code.** Any numeric value that a designer might want to tweak (damage, speed, cooldown, spawn rate, drop chance) must live in a config file or data table, not as a constant in source code. This is non-negotiable -- it is a fundamental game architecture requirement documented in `docs/collaboration-protocol.md`.
6. **Test the untestable.** Game systems are notoriously hard to unit test. Push for testable architecture anyway. If a system cannot be tested because it is tightly coupled to the engine, that coupling is a design smell worth flagging. Factorio's developers maintain comprehensive automated tests for their simulation layer by keeping game logic separate from rendering -- that separation is why they ship with confidence.
### Workflow
**Step 1: Architecture Overview**
Before reading individual files, understand the shape of the codebase.
- Map the major systems (rendering, physics, gameplay, AI, UI, audio, input, networking)
- Identify the dependency graph between systems
- Check for a clear architectural pattern (ECS, component-based, scene tree, MVC variant)
- Note the presence or absence of abstraction layers between gameplay and engine
```
ARCHITECTURE MAP TEMPLATE
-------------------------------------------------
System | Location | Dependencies | Abstracted?
-------------------------------------------------
Game Loop / Core | [path] | [all systems] | Y/N
Player Controller | [path] | Input, Physics | Y/N
Enemy AI | [path] | Pathfinding, State | Y/N
UI System | [path] | Game State | Y/N
Audio Manager | [path] | Events | Y/N
Save System | [path] | Serialization | Y/N
-------------------------------------------------
```
**Step 2: Game-Specific Code Checks**
These are the checks that distinguish a game code review from a generic code review.
Each check targets a failure mode specific to real-time interactive software.
**Check 2.1 -- Delta Time Usage**
All time-dependent calculations must use delta time (the time elapsed since the last
frame). Without delta time, game behavior changes with frame rate.
```
DELTA TIME AUDIT
-------------------------------------------------
FIND: Any += or -= in update/process/tick functions without * delta
FLAG: position += speed (WRONG: frame-rate dependent)
FIX: position += speed * delta_time (CORRECT: frame-rate independent)
Also check:
- Timers that count frames instead of elapsed time
- Animation speed tied to frame rate
- Cooldowns that expire faster on faster machines
- Velocity calculations that assume fixed frame rate
Severity: CRITICAL when found in gameplay-affecting code
MINOR when found in cosmetic-only code (particle trails, etc.)
-------------------------------------------------
```
**Check 2.2 -- Hot Path Allocations**
Code that runs every frame must not allocate heap memory. The garbage collector will
eventually reclaim it, but GC pauses cause visible frame drops.
```
HOT PATH ALLOCATION AUDIT
-------------------------------------------------
FIND: new, Array(), Object.create(), .push() growing arrays, string
concatenation, closures capturing variables, lambda creation --
in any function called per-frame
FLAG: Allocations in update(), _process(), _physics_process(), Tick(),
FixedUpdate(), any function called from the main loop
FIX: Object pooling, pre-allocated arrays, cached references,
struct-based data (for engines that support it)
Also check:
- Dictionary/Map creation inside loopsFrom AlterLab-IEU/AlterLab_GameForge, MIT.
More from AlterLab-IEU/AlterLab_GameForge
- 0.431score
game-design-review
AlterLab-IEU
Invoke when the user wants feedback on a game design document, GDD review, design evaluation, or consistency check on an existing design.
SkillDFreshness: D★ 46Claude Code +9 - 0.431score
game-jam-mode
AlterLab-IEU
Invoke for game jam participation -- 48-72 hour compressed development workflow.
SkillDFreshness: D★ 46Claude Code +9 - 0.431score
game-analytics-setup
AlterLab-IEU
Invoke when the user needs to set up analytics, define telemetry events, establish KPIs, build dashboards, configure A/B testing, or implement data-driven…
SkillDFreshness: D★ 46Claude Code +9 - 0.431score
game-creative-director
AlterLab-IEU
Invoke when the user asks about creative vision, game pillars, core fantasy, design direction, art style decisions, scope arbitration, or creative conflicts.
SkillDFreshness: D★ 46Claude Code +9 - 0.431score
game-designer
AlterLab-IEU
Invoke when the user asks about game mechanics, core loop, balance, progression, economy design, reward systems, onboarding, game feel, systems design, or GDD…
SkillDFreshness: D★ 46Claude Code +9 - 0.431score
game-economy-designer
AlterLab-IEU
Invoke when the user asks about game economy, currency design, monetization, virtual currency, inflation, sink/source balance, F2P economy, premium currency…
SkillDFreshness: D★ 46Claude Code +9 - 0.431score
game-accessibility-specialist
AlterLab-IEU
Invoke when the user asks about accessibility, inclusive design, colorblind mode, remappable controls, screen reader support, EAA compliance, CVAA, difficulty…
SkillDFreshness: D★ 46Claude Code +9 - 0.431score
game-producer
AlterLab-IEU
Invoke when the user asks about sprint planning, milestone tracking, scope management, risk assessment, scheduling, resource allocation, team velocity, or…
SkillDFreshness: D★ 46Claude Code +9 - 0.431score
game-qa-lead
AlterLab-IEU
Invoke when the user asks about testing strategy, bug tracking, playtest methodology, regression testing, release certification, QA automation, or bug triage.
SkillDFreshness: D★ 46Claude Code +9 - 0.431score
game-technical-director
AlterLab-IEU
Invoke when the user asks about game architecture, engine selection, performance budgets, technical debt, build pipeline, cross-platform, rendering pipeline…
SkillDFreshness: D★ 46Claude Code +9 - 0.431score
game-ux-designer
AlterLab-IEU
Invoke when the user asks about game UI, onboarding, HUD design, controller navigation, player feedback, usability testing, colorblind modes, or game-specific…
SkillDFreshness: D★ 46Claude Code +9 - 0.431score
game-localization-manager
AlterLab-IEU
Invoke when the user asks about localization, translation, i18n, internationalization, string extraction, cultural adaptation, RTL support, CJK text, or EFIGS…
SkillDFreshness: D★ 46Claude Code +9
Signals
- Stars
- 46
- Forks
- 3
- Open issues
- 0
- Last commit (this folder)
- Mar 25, 2026 (7 months ago)
- Last release
- Mar 26, 2026 (7 months ago)
From GitHub (fetched Oct 24, 2026).
Details
- License
- MIT
- First seen
- Oct 24, 2026
- Last checked
- Oct 24, 2026
- Source
- GitHubgithub-graphql
More from AlterLab-IEU
- 0.545score
alterlab-anndata
AlterLab-IEU
Build, slice, concatenate, read, and write AnnData annotated data matrices (obs, var, X, layers, obsm, uns) — the scverse data STRUCTURE, not an analysis…
SkillBFreshness: B★ 78Claude Code +9 - 0.545score
alterlab-biopython
AlterLab-IEU
Manipulate biological sequences, parse FASTA/GenBank/PDB files, run phylogenetics, and access NCBI/PubMed programmatically via Biopython (Bio.SeqIO…
SkillBFreshness: B★ 78Claude Code +9 - 0.545score
alterlab-blast
AlterLab-IEU
Runs NCBI BLAST+ 2.17.0 sequence searches from the command line: makeblastdb (with -parse_seqids), blastn/blastp/blastx/tblastn with tabular -outfmt 6/7 for…
SkillBFreshness: B★ 78Claude Code +9 - 0.545score
alterlab-alphafold
AlterLab-IEU
Predict protein 3D structures with AlphaFold2 via ColabFold — MMseqs2-accelerated MSAs, monomer and AlphaFold2-Multimer complex folding, and confidence-based…
SkillBFreshness: B★ 78Claude Code +9 - 0.545score
alterlab-arboreto
AlterLab-IEU
Infer gene regulatory networks (GRNs) from expression matrices using arboreto's scalable GRNBoost2 and GENIE3 tree-ensemble algorithms with Dask-distributed…
SkillBFreshness: B★ 78Claude Code +9 - 0.545score
alterlab-bioservices
AlterLab-IEU
Query 40+ bioinformatics web services through one consistent Python API with bioservices (UniProt, KEGG, ChEMBL, Reactome, Ensembl, NCBI and more).
SkillBFreshness: B★ 78Claude Code +9
Done for you
Rather not set it up yourself?
Chalk Labs scopes, builds and runs agents for your team: the task audit, the eval harness, the integrations and the weekly ops report. Fixed scope, priced before we start.
See how we build AI agents →Read the case studies
Chalk Labs is a two-founder AI and growth studio. We build AI agents, CRMs and MVPs for Web3 and AI companies, and have shipped 50+ product and token launches.
- launches shipped
- 50+
- launches shipped
- media placements
- 500+
- media placements
- founders on every account
- 2
- founders on every account
Press we've placed: Forbes · CoinDesk · Decrypt · Cointelegraph · The Block
Rahil Jain, Co-founder, Chalk Labs. Ex-Goldman Sachs engineer. You talk to the person who builds it.
Get game-code-review running in your business
Tell us what you want to automate. A founder replies within one working day with a plan, not a pitch deck.
Cite this page
game-code-review skill. Agent Mart. https://agentmart.dev/skills/alterlab-ieu-game-code-review (last updated 2026-10-24)