multiAI Summary Pending
pc-games
PC and console game development principles. Engine selection, platform features, optimization strategies.
231 stars
Installation
Claude Code / Cursor / Codex
$curl -o ~/.claude/skills/pc-games/SKILL.md --create-dirs "https://raw.githubusercontent.com/aiskillstore/marketplace/main/skills/sickn33/game-development/pc-games/SKILL.md"
Manual Installation
- Download SKILL.md from GitHub
- Place it in
.claude/skills/pc-games/SKILL.mdinside your project - Restart your AI agent — it will auto-discover the skill
How pc-games Compares
| Feature / Agent | pc-games | Standard Approach |
|---|---|---|
| Platform Support | multi | Limited / Varies |
| Context Awareness | High | Baseline |
| Installation Complexity | Unknown | N/A |
Frequently Asked Questions
What does this skill do?
PC and console game development principles. Engine selection, platform features, optimization strategies.
Which AI agents support this skill?
This skill is compatible with multi.
Where can I find the source code?
You can find the source code on GitHub using the link provided at the top of the page.
SKILL.md Source
# PC/Console Game Development
> Engine selection and platform-specific principles.
---
## 1. Engine Selection
### Decision Tree
```
What are you building?
│
├── 2D Game
│ ├── Open source important? → Godot
│ └── Large team/assets? → Unity
│
├── 3D Game
│ ├── AAA visual quality? → Unreal
│ ├── Cross-platform priority? → Unity
│ └── Indie/open source? → Godot 4
│
└── Specific Needs
├── DOTS performance? → Unity
├── Nanite/Lumen? → Unreal
└── Lightweight? → Godot
```
### Comparison
| Factor | Unity 6 | Godot 4 | Unreal 5 |
|--------|---------|---------|----------|
| 2D | Good | Excellent | Limited |
| 3D | Good | Good | Excellent |
| Learning | Medium | Easy | Hard |
| Cost | Revenue share | Free | 5% after $1M |
| Team | Any | Solo-Medium | Medium-Large |
---
## 2. Platform Features
### Steam Integration
| Feature | Purpose |
|---------|---------|
| Achievements | Player goals |
| Cloud Saves | Cross-device progress |
| Leaderboards | Competition |
| Workshop | User mods |
| Rich Presence | Show in-game status |
### Console Requirements
| Platform | Certification |
|----------|--------------|
| PlayStation | TRC compliance |
| Xbox | XR compliance |
| Nintendo | Lotcheck |
---
## 3. Controller Support
### Input Abstraction
```
Map ACTIONS, not buttons:
- "confirm" → A (Xbox), Cross (PS), B (Nintendo)
- "cancel" → B (Xbox), Circle (PS), A (Nintendo)
```
### Haptic Feedback
| Intensity | Use |
|-----------|-----|
| Light | UI feedback |
| Medium | Impacts |
| Heavy | Major events |
---
## 4. Performance Optimization
### Profiling First
| Engine | Tool |
|--------|------|
| Unity | Profiler Window |
| Godot | Debugger → Profiler |
| Unreal | Unreal Insights |
### Common Bottlenecks
| Bottleneck | Solution |
|------------|----------|
| Draw calls | Batching, atlases |
| GC spikes | Object pooling |
| Physics | Simpler colliders |
| Shaders | LOD shaders |
---
## 5. Engine-Specific Principles
### Unity 6
- DOTS for performance-critical systems
- Burst compiler for hot paths
- Addressables for asset streaming
### Godot 4
- GDScript for rapid iteration
- C# for complex logic
- Signals for decoupling
### Unreal 5
- Blueprint for designers
- C++ for performance
- Nanite for high-poly environments
- Lumen for dynamic lighting
---
## 6. Anti-Patterns
| ❌ Don't | ✅ Do |
|----------|-------|
| Choose engine by hype | Choose by project needs |
| Ignore platform guidelines | Study certification requirements |
| Hardcode input buttons | Abstract to actions |
| Skip profiling | Profile early and often |
---
> **Remember:** Engine is a tool. Master the principles, then adapt to any engine.