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muxammadmamajonov/dot-claude/.claude/skills/game/SKILL.md

Use for video games on any platform — game loop, scenes, asset pipeline, physics, input, performance budgets, publishing. Unity, Unreal, Godot, Phaser, three.js. Not for non-game visualisations.

Skill0 starsChanged 3 months ago

What's in it

  1. Game Development Skill
  2. When to use
  3. Workflow
  4. Standards
  5. Common mistakes to avoid
  6. Output format
  7. Related checklists
  8. Related agents
---
name: game
description: Use for video games on any platform — game loop, scenes, asset pipeline, physics, input, performance budgets, publishing. Unity, Unreal, Godot, Phaser, three.js. Not for non-game visualisations.
---

# Game Development Skill

## When to use

- Starting a new game project (prototype, vertical slice, full production)
- Designing or refactoring the core game loop, scene graph, or entity system
- Adding gameplay features: combat, inventory, AI, dialogue, procedural generation
- Fixing frame-rate drops, memory spikes, shader stalls, or input latency
- Setting up the asset pipeline (sprites, 3D meshes, audio, shaders)
- Preparing a build for Steam, itch.io, Epic, App Store, Google Play, or console cert

---

## Workflow

1. **Classify the project** — Read `docs/specs/product-spec.md` and `.claude/stack-matrix/` to confirm engine, target platforms, genre, and monetisation model (premium, free-to-play, subscription). If missing, run founder-interview questions (see `.claude/agents/core/orchestrator.md`) before touching any code.

2. **Define the performance budget before any code** — Agree on targets for the weakest target device:
   | Budget item | Typical target |
   |---|---|
   | Frame time | ≤ 16.6 ms (60 fps) or ≤ 33.3 ms (30 fps) |
   | Draw calls | < 200 (mobile < 100) per frame |
   | GPU memory | < 512 MB (mobile < 200 MB) |
   | CPU game-logic | ≤ 4 ms per frame |
   | Load time | < 5 s cold start, < 2 s level transition |
   Write these into `docs/specs/tech.md`.

3. **Scaffold engine project** — Use the engine's official project wizard (Unity Hub, Godot project manager, Unreal Project Browser). Set version control to include only source assets; add engine-generated binaries and `Library/` to `.gitignore`.

4. **Design the game loop** — Separate responsibilities clearly:
   - **Input** → poll or event-buffer at the top of the frame
   - **Update** → advance simulation (physics, AI, timers) using `delta_time`; never use wall-clock time directly
   - **Render** → read state only; do not mutate game state in render code
   Scale all movement and animation by `delta_time` to stay frame-rate-independent.

5. **Implement the entity/component architecture** — Prefer the engine's built-in ECS or component model (Unity MonoBehaviour, Godot Node, Unreal Actor-Component). Avoid deep single-class inheritance trees; compose behaviours.

6. **Build scene/level structure**
   - One scene per logical state: MainMenu, Gameplay, Pause, GameOver
   - Sub-scenes/prefabs for reusable objects (enemies, pickups, UI panels)
   - Use asset bundles / addressables for levels larger than initial load budget

7. **Set up the asset pipeline**
   - Sprites: export at 2× and 4× densities; use texture atlases (> 4 sprites that appear together)
   - 3D meshes: target < 50 K triangles for environment props, < 10 K for background objects
   - Audio: OGG/Vorbis for music (streaming); WAV/PCM for short SFX (in-memory)
   - Shaders: author in the engine's shader graph first; optimise GLSL/HLSL by hand only when profiler demands it

8. **Implement save/load** — Serialise player state to a versioned format. Include a `save_version` integer; migrate old saves forward on load. Never break old save files silently.

9. **Playtest at each milestone** — Run structured sessions:
   - **Prototype**: does the core mechanic feel fun? Kill features that don't pass.
   - **Alpha**: is progression clear? Do first-time players know what to do?
   - **Beta**: are there game-breaking bugs? Is performance within budget on target hardware?
   Log all bugs in a tracker. Regression-test every fixed bug.

10. **Profile and optimise** — Only optimise when a profiler confirms a bottleneck:
    - CPU: batch physics casts, cache component references (don't `GetComponent` in `Update`)
    - GPU: reduce overdraw, use LODs, bake static lighting
    - Memory: pool frequently instantiated objects (bullets, particles, enemies); eliminate GC allocs in the hot path
    Reference `.claude/checklists/performance.md`.

11. **Prepare for release**
    - Strip all cheat codes, debug menus, and development overrides from release builds
    - Implement analytics (session length, level completion, crash reports) respecting platform privacy rules
    - For console: submit for platform certification (TRC/TCR/LotCheck) early; cert takes weeks
    - For Steam: configure store page, age ratings (ESRB/PEGI), and Steam Deck compatibility

---

## Standards

**Do**
- Use `delta_time` for every movement, animation, and timer. Never assume a fixed frame rate.
- Pool frequently created/destroyed objects (projectiles, particles) to eliminate per-frame GC pressure.
- Keep the gameplay simulation deterministic when network sync or replay is needed; separate RNG streams per system.
- Version-control your project settings files (ProjectSettings/, project.godot); they define platform targets, input maps, and physics layers.
- Separate magic numbers into named constants or data tables — never hardcode damage values, speeds, or cooldowns in code.

**Do not**
- Do physics or heavy computation in the render callback.
- Load assets synchronously during gameplay; use async loading with a progress indicator.
- Use the entity hierarchy for data queries (e.g., `GetComponentsInChildren` in Update) — it's O(n) over all descendants.
- Commit binary build artefacts (`.dll`, `.so`, editor caches) to version control.
- Expose developer cheats or God mode in release builds.

---

## Common mistakes to avoid

- **Frame-rate-dependent movement** — `transform.position += speed * Vector3.forward` without `* Time.deltaTime` makes the game faster on faster machines.
- **Monolithic game manager** — a single `GameManager` singleton that owns everything becomes unmaintainable; split into focused managers (AudioManager, SceneManager, SaveManager).
- **Z-fighting on co-planar geometry** — offset overlapping surfaces by at least 0.001 units, or use polygon offset in the shader.
- **Null-reference on scene load** — objects destroyed on scene transition leave dangling references; use weak references or events, and guard with null-checks.
- **Ignoring mobile thermal throttling** — sustained 60 fps causes CPU/GPU heat and device throttling; test a 20-minute play session on a physical device.
- **Audio source overload** — playing hundreds of overlapping one-shot sounds spikes CPU; pool AudioSource components and implement voice stealing.
- **Skipping localisation infrastructure** — retrofitting i18n into shipped text is expensive; use string keys and a localisation table from day one if international launch is planned.

---

## Output format

A production-ready game project should include:

```
/
├── Assets/ (Unity) | project.godot + scenes/ (Godot) | Content/ (Unreal)
│   ├── Scripts/ (or src/)    # Game logic, systems
│   ├── Scenes/               # Scene files per game state
│   ├── Prefabs/ (or scenes/) # Reusable entity templates
│   ├── Art/                  # Source and imported art assets
│   ├── Audio/                # Music, SFX
│   └── Data/                 # Scriptable objects, JSON data tables
├── Tests/                    # Edit-mode and play-mode unit tests
├── Builds/                   # Git-ignored build output
├── Docs/
│   ├── design.md             # Game design document (GDD) or link
│   └── art-pipeline.md       # Asset specs and export settings
└── README.md                 # How to open in editor, run tests, make a build
```

---

## Related checklists

- `.claude/checklists/performance.md`
- `.claude/checklists/qa.md`
- `.claude/checklists/production.md`
- `.claude/checklists/security.md`

## Related agents

- `.claude/agents/core/orchestrator.md`
- `.claude/agents/quality/performance-engineer.md`

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