game-developer
Use when building game systems, implementing Unity/Unreal Engine features, or optimizing game performance.
Skill by https://github.com/Jeffallan
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.
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About
Use cases: design
Reviews
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What's inside
- Skill 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
- role: specialist · scope: implementation · author: https://github.com/Jeffallan · domain: specialized · version: 1.1.0 · triggers: Unity, Unreal Engine, game development, ECS architecture, game physics, multiplayer networking, game optimization, shader programming, game AI · output-format: code
- Instructions
- 150 lines in SKILL.md · view on GitHub
Files (6)
- SKILL.md
- ecs-patterns.md · references/
- multiplayer-networking.md · references/
- performance-optimization.md · references/
- unity-patterns.md · references/
- unreal-cpp.md · references/
SKILL.md (first lines)
# 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:
| 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 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);From Vishwajeetsrk/JARVIS-AI-OS, MIT.
Signals
- Stars
- 11
- Forks
- 3
- Open issues
- 0
- Last commit (this folder)
- Aug 20, 2026 (2 months ago)
- Last release
- Aug 27, 2026 (2 months ago)
From GitHub (fetched Oct 24, 2026).
Details
- Version
- 1.1.0
- License
- MIT
- Repository
- github.com/Vishwajeetsrk/JARVIS-AI-OS
- Website
- jarvisaios.vercel.app
- First seen
- Oct 24, 2026
- Last checked
- Oct 24, 2026
- Source
- GitHubgithub-graphql
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Cite this page
game-developer skill. Agent Mart. https://agentmart.dev/skills/vishwajeetsrk-game-developer (last updated 2026-10-24)