game-developer-skill/SKILL.md
Expert in interactive entertainment, creating immersive experiences with Unity, Unreal Engine, and Godot.
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Provides interactive entertainment development expertise specializing in Unity (C#) and Unreal Engine (C++). Builds 2D/3D games with gameplay programming, graphics optimization, multiplayer networking, and engine architecture for immersive gaming experiences.
Which engine fits the project?
│
├─ **Unity**
│ ├─ Mobile/2D/VR? → **Yes** (Best ecosystem, smaller build size)
│ ├─ Team knows C#? → **Yes**
│ └─ Stylized graphics? → **Yes** (URP is flexible)
│
├─ **Unreal Engine 5**
│ ├─ Photorealism? → **Yes** (Nanite + Lumen out of box)
│ ├─ Open World? → **Yes** (World Partition system)
│ └─ Team knows C++? → **Yes** (Or Blueprints visual scripting)
│
└─ **Godot**
├─ Open Source requirement? → **Yes** (MIT License)
├─ Lightweight 2D? → **Yes** (Dedicated 2D engine)
└─ Linux native dev? → **Yes** (Excellent Linux support)
| Model | Description | Best For | |-------|-------------|----------| | Client-Hosted (P2P) | One player is host. | Co-op games, Fighting games (with rollback). Cheap. | | Dedicated Server | Authoritative server in cloud. | Competitive Shooters, MMOs. Prevents cheating. | | Relay Server | Relay service (e.g., Unity Relay). | Session-based games avoiding NAT issues. |
| Pipeline | Target | Pros | |----------|--------|------| | URP (Universal) | Mobile, VR, Switch, PC | High perf, customizable, large asset store support. | | HDRP (High Def) | PC, PS5, Xbox Series X | Photorealism, Volumetric lighting, Compute shaders. | | Built-in | Legacy | Avoid for new projects. |
Red Flags → Escalate to graphics-engineer (Specialist):
Goal: Replicate a variable (Health) from Server to Clients.
Steps:
Header (Character.h)
UPROPERTY(ReplicatedUsing=OnRep_Health)
float Health;
UFUNCTION()
void OnRep_Health();
void GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const override;
Implementation (Character.cpp)
void AMyCharacter::GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const {
Super::GetLifetimeReplicatedProps(OutLifetimeProps);
DOREPLIFETIME(AMyCharacter, Health);
}
void AMyCharacter::TakeDamage(float DamageAmount) {
if (HasAuthority()) {
Health -= DamageAmount;
// OnRep_Health() called automatically on clients
// Must call manually on Server if needed
OnRep_Health();
}
}
Blueprint Integration
Health variable.Goal: Create a GPU-accelerated particle system for a magic spell.
Steps:
Shader Graph (The Look)
Unlit Shader Graph.Voronoi Noise node scrolling with Time.Color property (HDR).Base Color and Alpha.Transparent / Additive.VFX Graph (The Motion)
Visual Effect Graph asset.Turbulence (Noise Field) to simulate wind.Quad Output to use the Shader Graph created above.Optimization
GPU Events if particles need to trigger gameplay logic (e.g., damage).Bounds correctly to avoid culling issues.Update()What it looks like:
FindObjectOfType, GetComponent, or heavy math every frame.Why it fails:
Correct approach:
Start() or Awake().What it looks like:
Why it fails:
Correct approach:
What it looks like:
PlayerController.cs has 2000 lines handling Movement, Combat, Inventory, UI, and Audio.Why it fails:
Correct approach:
PlayerMovement, PlayerCombat, PlayerInventory.Performance:
Code Architecture:
UX/Polish:
Scenario: Building a commercial 2D platformer with physics-based gameplay.
Implementation:
Technical Approach:
# Character controller pattern
class PlayerCharacter:
def update(self, dt):
input = self.input_system.get_player_input()
velocity = self.physics.apply_gravity(velocity, dt)
velocity = self.handle_movement(input, velocity)
displacement = self.physics.integrate(velocity, dt)
self.handle_collisions(displacement)
self.animation.update_state(velocity, input)
Scenario: Creating an immersive VR experience for Oculus/Meta Quest.
VR Implementation:
Key Considerations:
Scenario: Developing a competitive multiplayer game with 100 players.
Multiplayer Architecture:
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