Develop games with optimized performance

game-developerskillsetup L39,726
Jeffallan/claude-skills
What it does

Build game systems with ECS, physics, networking, and 60+ FPS optimization

Best for

Cross-platform games requiring stable 60+ FPS, minimal GC pressure, and proper object lifecycle management (pooling, caching).

Inputs
  • · game requirements (genre, platforms, FPS target)
  • · entity definitions (components, systems)
  • · physics constraints (colliders, rigidbodies)
  • · multiplayer config (latency, rollback)
Outputs
  • · working game (Unity C# or Unreal C++)
  • · profiler results showing ≤16ms frame time
  • · networking test results (no desync)
  • · multiplayer stress test logs
Requires
  • · Unity Engine (C#) or Unreal Engine (C++)
  • · Profiler (Unity Profiler or Unreal Insights)
  • · Physics engine (PhysX, Havok)
  • · Networking library (Netcode, Photon, Mirror)
  • · Benchmark framework (Unity Bench or UE Automation)
Preconditions
  • · Performance target defined (60+ FPS)
  • · Platform target known (PC, console, mobile)
  • · Multiplayer scope decided (if needed)
  • · ECS architecture chosen (ECS vs MonoBehaviour/Actor)
Failure modes
  • · Instantiate/Destroy in Update loop: frame rate collapses
  • · Skip profiling: performance regressions go undetected
  • · GetComponent in Update: CPU overhead balloons
  • · Memory allocated in FixedUpdate: GC spikes freeze gameplay
  • · No LOD or async loading: large scene loads stall main thread
Trust signals
  • · Validation checkpoint: profiler proof (frame time ≤16ms) required before proceeding
  • · Object pooling pattern shown in full (dequeue/enqueue, activation/deactivation)
  • · Component caching pattern prevents GetComponent calls in hot loops
  • · State machine abstraction for game logic (proven pattern)