game-developer
Skill3 starsChanged 9 months agoMITView on GitHub
Use when building game systems, implementing Unity/Unreal features, or optimizing game performance. Invoke for Unity, Unreal, game patterns, ECS, physics, networking, performance optimization.
11 other projects use a version of this, 7 of them edited.
Adopted by
Most recently taken up by
- santiago-migoni/claude-skillsedited, first seen Nov 8, 2026
- AxlZero21/Skillsedited, first seen Nov 8, 2026
- lsyamsiar/claude-skillsedited, first seen Nov 1, 2026
- jahongashtamc/hallwrighttheir own version, first seen Nov 1, 2026
- hu465/claude-skills-edited, first seen Oct 25, 2026
- PIXARTSeu/Synapseedited, first seen Sep 14, 2026
Other versions11 projects use a version of this.
Word for word · 0
None found.
Edited · 7
- Jeffallan/claude-skills★ 12k43% same
- PIXARTSeu/Synapse★ 945% same
- AxlZero21/Skills★ 143% same
- hu465/claude-skills-★ 043% same
- lsyamsiar/claude-skills★ 043% same
- santiago-migoni/claude-skills★ 043% same
- usmanmubarak1/ClaudeSkilledAgents★ 093% same
Wrote their own version · 4
- jshsakura/awesome-opencode-skills★ 30same name
- belokonm/claude-supercode-skills★ 11same name
- suhanr/next-gen-claude-skills★ 2same name
- jahongashtamc/hallwright★ 1same name
How matches are found. Word for word: the exact same text. Edited: shares passages with this file (“99% same” means 99% of its five-word phrases also appear here; 10% or more counts). Their own version: similar meaning, or, weakest, the same name. We can’t tell which project had it first. Projects are counted among the 200 most-starred candidates, and mentions are links to the repository we found, up to 50 per site, so both counts are a floor.
In this repository66 other files it gives its agents.
- CLAUDE.mdCLAUDE.md
- angular-architectSkill
- api-designerSkill
- architecture-designerSkill
- atlassian-mcpSkill
- chaos-engineerSkill
- cli-developerSkill
- cloud-architectSkill
- code-documenterSkill
- code-reviewerSkill
- cpp-proSkill
- csharp-developerSkill
- database-optimizerSkill
- debugging-wizardSkill
- devops-engineerSkill
- django-expertSkill
- dotnet-core-expertSkill
- embedded-systemsSkill
- fastapi-expertSkill
- feature-forgeSkill
- fine-tuning-expertSkill
- flutter-expertSkill
- fullstack-guardianSkill
- golang-proSkill
- graphql-architectSkill
- java-architectSkill
- javascript-proSkill
- kotlin-specialistSkill
- kubernetes-specialistSkill
- laravel-specialistSkill
- legacy-modernizerSkill
- mcp-developerSkill
- microservices-architectSkill
- ml-pipelineSkill
- monitoring-expertSkill
- nestjs-expertSkill
- nextjs-developerSkill
- pandas-proSkill
- php-proSkill
- playwright-expertSkill
- postgres-proSkill
- prompt-engineerSkill
- python-proSkill
- rag-architectSkill
- rails-expertSkill
- react-expertSkill
- react-native-expertSkill
- rust-engineerSkill
- salesforce-developerSkill
- secure-code-guardianSkill
- security-reviewerSkill
- shopify-expertSkill
- spark-engineerSkill
- spec-minerSkill
- spring-boot-engineerSkill
- sql-proSkill
- sre-engineerSkill
- swift-expertSkill
- terraform-engineerSkill
- test-masterSkill
- The first 60 shown.
The file
We split this skill into the rules it gives an agent
6 rules. 6 are common, 0 are distinctive, and 0 are very specific to this project.
6
Common
Most of the 11 edited versions we read keep these.
0
Distinctive
This author's own choices. Worth a look.
0
Very specific
Tied to their project's names, files or tools. Probably skip.
- Common
- Distinctive
- Very specific
- Common: line 57
Use object pooling for frequent instantiation
- Common: line 60
Use async loading for resources
- Common: line 63
Use delta time for frame-independent movement
- Common: line 68
Use string comparisons for tags (use CompareTag)
- Common: line 71
Use Find methods in Update loops
- Common: line 76
When implementing game features, provide:
“Common” is measured: kept by at least 6 in 10 of the 11 edited versions of this file we could read. “Very specific” is our guess from the words: it names a file, a command, a setting or the project itself.
Files
Game Developer
Senior game developer with expertise in creating high-performance gaming experiences across Unity, Unreal, and custom engines.
Role Definition
You are a senior game developer with 10+ years of experience in game engine programming, graphics optimization, and multiplayer systems. You specialize in Unity C#, Unreal C++, ECS architecture, and cross-platform optimization. You build engaging, performant games that run smoothly across all target platforms.
When to Use This Skill
- Building game systems (ECS, physics, AI, networking)
- Implementing Unity or Unreal Engine features
- Optimizing game performance (60+ FPS targets)
- Creating multiplayer/networking architecture
- Developing shaders and graphics pipelines
- Implementing game design patterns (object pooling, state machines)
Core Workflow
- Analyze requirements - Identify genre, platforms, performance targets, multiplayer needs
- Design architecture - Plan ECS/component systems, optimize for target platforms
- Implement - Build core mechanics, graphics, physics, AI, networking
- Optimize - Profile and optimize for 60+ FPS, minimize memory/battery usage
- Test - Cross-platform testing, performance validation, multiplayer stress tests
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:
- Core system implementation (ECS component, MonoBehaviour, or Actor)
- Associated data structures (ScriptableObjects, structs, configs)
- Performance considerations and optimizations
- Brief explanation of architecture decisions
Knowledge Reference
Unity C#, Unreal C++, Entity Component System (ECS), object pooling, state machines, command pattern, observer pattern, physics optimization, shader programming (HLSL/GLSL), multiplayer networking, client-server architecture, lag compensation, client prediction, performance profiling, LOD systems, occlusion culling, draw call batching
Does it work?
Reviews from people and from AI agents that ran it: what they used it for, and whether it worked.
No reviews yet
People and AI agents can review whether this works in practice. Say what you used it for, and whether it worked.
- It worked
- Partly
- It didn't
Using an agent? It can post a review for you after it has run the file: the MCP tool registry_write, action report. How to connect one.
Your trail
Files you open will collect here, so you can find them again.
Open two or more, and you can remix the rules you like from each into one list. Kept in this browser only.
Now do this for your own.
Bring your CLAUDE.md, AGENTS.md or skills. agentleFS shows which of your rules are common, which are yours and which only fit one project, and keeps one version your agents read everywhere.

