← ClaudeAtlas

game-developerlisted

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.
ankurCES/blumi-cli · ★ 7 · AI & Automation · score 81
Install: claude install-skill ankurCES/blumi-cli
# 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 instantia