game-development

Game development with Unity, Unreal Engine, and Godot. Use when building games, implementing game mechanics, physics, AI, or working with game engines.

31 stars

Best use case

game-development is best used when you need a repeatable AI agent workflow instead of a one-off prompt.

Game development with Unity, Unreal Engine, and Godot. Use when building games, implementing game mechanics, physics, AI, or working with game engines.

Teams using game-development should expect a more consistent output, faster repeated execution, less prompt rewriting.

When to use this skill

  • You want a reusable workflow that can be run more than once with consistent structure.

When not to use this skill

  • You only need a quick one-off answer and do not need a reusable workflow.
  • You cannot install or maintain the underlying files, dependencies, or repository context.

Installation

Claude Code / Cursor / Codex

$curl -o ~/.claude/skills/game-development/SKILL.md --create-dirs "https://raw.githubusercontent.com/travisjneuman/.claude/main/skills/game-development/SKILL.md"

Manual Installation

  1. Download SKILL.md from GitHub
  2. Place it in .claude/skills/game-development/SKILL.md inside your project
  3. Restart your AI agent — it will auto-discover the skill

How game-development Compares

Feature / Agentgame-developmentStandard Approach
Platform SupportNot specifiedLimited / Varies
Context Awareness High Baseline
Installation ComplexityUnknownN/A

Frequently Asked Questions

What does this skill do?

Game development with Unity, Unreal Engine, and Godot. Use when building games, implementing game mechanics, physics, AI, or working with game engines.

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

# Game Development

Comprehensive guide for building games across major engines and platforms.

## Engine Comparison

| Engine     | Language        | Best For                | Platforms |
| ---------- | --------------- | ----------------------- | --------- |
| **Unity**  | C#              | Mobile, indie, VR/AR    | All       |
| **Unreal** | C++, Blueprints | AAA, realistic graphics | All       |
| **Godot**  | GDScript, C#    | 2D, indie, open source  | All       |

---

## Unity (C#)

### Project Structure

```
Assets/
├── Scripts/
│   ├── Player/
│   │   ├── PlayerController.cs
│   │   └── PlayerInput.cs
│   ├── Enemies/
│   ├── Systems/
│   └── Utils/
├── Prefabs/
├── Scenes/
├── Materials/
├── Animations/
└── Resources/
```

### Player Controller

```csharp
using UnityEngine;
using UnityEngine.InputSystem;

[RequireComponent(typeof(CharacterController))]
public class PlayerController : MonoBehaviour
{
    [Header("Movement")]
    [SerializeField] private float moveSpeed = 5f;
    [SerializeField] private float sprintMultiplier = 1.5f;
    [SerializeField] private float jumpHeight = 2f;
    [SerializeField] private float gravity = -9.81f;

    [Header("Look")]
    [SerializeField] private float lookSensitivity = 2f;
    [SerializeField] private float maxLookAngle = 80f;

    private CharacterController _controller;
    private Vector2 _moveInput;
    private Vector2 _lookInput;
    private Vector3 _velocity;
    private float _xRotation;
    private bool _isSprinting;

    private void Awake()
    {
        _controller = GetComponent<CharacterController>();
        Cursor.lockState = CursorLockMode.Locked;
    }

    private void Update()
    {
        HandleMovement();
        HandleLook();
        ApplyGravity();
    }

    private void HandleMovement()
    {
        float speed = _isSprinting ? moveSpeed * sprintMultiplier : moveSpeed;
        Vector3 move = transform.right * _moveInput.x + transform.forward * _moveInput.y;
        _controller.Move(move * speed * Time.deltaTime);
    }

    private void HandleLook()
    {
        float mouseX = _lookInput.x * lookSensitivity * Time.deltaTime;
        float mouseY = _lookInput.y * lookSensitivity * Time.deltaTime;

        _xRotation -= mouseY;
        _xRotation = Mathf.Clamp(_xRotation, -maxLookAngle, maxLookAngle);

        Camera.main.transform.localRotation = Quaternion.Euler(_xRotation, 0f, 0f);
        transform.Rotate(Vector3.up * mouseX);
    }

    private void ApplyGravity()
    {
        if (_controller.isGrounded && _velocity.y < 0)
        {
            _velocity.y = -2f;
        }

        _velocity.y += gravity * Time.deltaTime;
        _controller.Move(_velocity * Time.deltaTime);
    }

    // Input System callbacks
    public void OnMove(InputAction.CallbackContext context) =>
        _moveInput = context.ReadValue<Vector2>();

    public void OnLook(InputAction.CallbackContext context) =>
        _lookInput = context.ReadValue<Vector2>();

    public void OnJump(InputAction.CallbackContext context)
    {
        if (context.performed && _controller.isGrounded)
        {
            _velocity.y = Mathf.Sqrt(jumpHeight * -2f * gravity);
        }
    }

    public void OnSprint(InputAction.CallbackContext context) =>
        _isSprinting = context.performed;
}
```

### State Machine

```csharp
public interface IState
{
    void Enter();
    void Update();
    void Exit();
}

public class StateMachine
{
    private IState _currentState;

    public void ChangeState(IState newState)
    {
        _currentState?.Exit();
        _currentState = newState;
        _currentState.Enter();
    }

    public void Update() => _currentState?.Update();
}

// Example: Enemy AI States
public class IdleState : IState
{
    private readonly EnemyAI _enemy;

    public IdleState(EnemyAI enemy) => _enemy = enemy;

    public void Enter() => _enemy.Animator.SetTrigger("Idle");

    public void Update()
    {
        if (_enemy.CanSeePlayer())
        {
            _enemy.StateMachine.ChangeState(new ChaseState(_enemy));
        }
    }

    public void Exit() { }
}

public class ChaseState : IState
{
    private readonly EnemyAI _enemy;

    public ChaseState(EnemyAI enemy) => _enemy = enemy;

    public void Enter() => _enemy.Animator.SetTrigger("Run");

    public void Update()
    {
        _enemy.NavAgent.SetDestination(_enemy.Player.position);

        if (_enemy.InAttackRange())
        {
            _enemy.StateMachine.ChangeState(new AttackState(_enemy));
        }
        else if (!_enemy.CanSeePlayer())
        {
            _enemy.StateMachine.ChangeState(new IdleState(_enemy));
        }
    }

    public void Exit() { }
}
```

### Object Pooling

```csharp
public class ObjectPool<T> where T : Component
{
    private readonly T _prefab;
    private readonly Transform _parent;
    private readonly Queue<T> _pool = new();

    public ObjectPool(T prefab, int initialSize, Transform parent = null)
    {
        _prefab = prefab;
        _parent = parent;

        for (int i = 0; i < initialSize; i++)
        {
            CreateInstance();
        }
    }

    public T Get()
    {
        if (_pool.Count == 0) CreateInstance();

        T obj = _pool.Dequeue();
        obj.gameObject.SetActive(true);
        return obj;
    }

    public void Return(T obj)
    {
        obj.gameObject.SetActive(false);
        _pool.Enqueue(obj);
    }

    private void CreateInstance()
    {
        T obj = Object.Instantiate(_prefab, _parent);
        obj.gameObject.SetActive(false);
        _pool.Enqueue(obj);
    }
}
```

---

## Unreal Engine (C++)

### Actor Component

```cpp
// PlayerMovementComponent.h
#pragma once

#include "CoreMinimal.h"
#include "Components/ActorComponent.h"
#include "PlayerMovementComponent.generated.h"

UCLASS(ClassGroup=(Custom), meta=(BlueprintSpawnableComponent))
class MYGAME_API UPlayerMovementComponent : public UActorComponent
{
    GENERATED_BODY()

public:
    UPlayerMovementComponent();

    virtual void TickComponent(float DeltaTime, ELevelTick TickType,
        FActorComponentTickFunction* ThisTickFunction) override;

    UFUNCTION(BlueprintCallable, Category = "Movement")
    void Move(FVector2D Input);

    UFUNCTION(BlueprintCallable, Category = "Movement")
    void Jump();

protected:
    virtual void BeginPlay() override;

private:
    UPROPERTY(EditAnywhere, Category = "Movement")
    float MoveSpeed = 600.0f;

    UPROPERTY(EditAnywhere, Category = "Movement")
    float JumpForce = 400.0f;

    UPROPERTY()
    class UCharacterMovementComponent* MovementComponent;
};

// PlayerMovementComponent.cpp
#include "PlayerMovementComponent.h"
#include "GameFramework/CharacterMovementComponent.h"

UPlayerMovementComponent::UPlayerMovementComponent()
{
    PrimaryComponentTick.bCanEverTick = true;
}

void UPlayerMovementComponent::BeginPlay()
{
    Super::BeginPlay();

    if (ACharacter* Owner = Cast<ACharacter>(GetOwner()))
    {
        MovementComponent = Owner->GetCharacterMovement();
    }
}

void UPlayerMovementComponent::Move(FVector2D Input)
{
    if (!MovementComponent) return;

    FVector Forward = GetOwner()->GetActorForwardVector();
    FVector Right = GetOwner()->GetActorRightVector();

    FVector Direction = (Forward * Input.Y + Right * Input.X).GetSafeNormal();
    MovementComponent->AddInputVector(Direction * MoveSpeed);
}

void UPlayerMovementComponent::Jump()
{
    if (ACharacter* Character = Cast<ACharacter>(GetOwner()))
    {
        Character->Jump();
    }
}
```

### Gameplay Ability System (GAS)

```cpp
// MyGameplayAbility.h
#pragma once

#include "Abilities/GameplayAbility.h"
#include "MyGameplayAbility.generated.h"

UCLASS()
class MYGAME_API UMyGameplayAbility : public UGameplayAbility
{
    GENERATED_BODY()

public:
    UMyGameplayAbility();

    virtual void ActivateAbility(const FGameplayAbilitySpecHandle Handle,
        const FGameplayAbilityActorInfo* ActorInfo,
        const FGameplayAbilityActivationInfo ActivationInfo,
        const FGameplayEventData* TriggerEventData) override;

    virtual void EndAbility(const FGameplayAbilitySpecHandle Handle,
        const FGameplayAbilityActorInfo* ActorInfo,
        const FGameplayAbilityActivationInfo ActivationInfo,
        bool bReplicateEndAbility, bool bWasCancelled) override;

protected:
    UPROPERTY(EditDefaultsOnly, Category = "Ability")
    float Damage = 50.0f;

    UPROPERTY(EditDefaultsOnly, Category = "Ability")
    TSubclassOf<UGameplayEffect> DamageEffect;
};
```

---

## Godot (GDScript)

### Player Controller

```gdscript
extends CharacterBody3D

@export var move_speed: float = 5.0
@export var jump_velocity: float = 4.5
@export var mouse_sensitivity: float = 0.002

var gravity: float = ProjectSettings.get_setting("physics/3d/default_gravity")

@onready var camera: Camera3D = $Camera3D

func _ready() -> void:
    Input.mouse_mode = Input.MOUSE_MODE_CAPTURED

func _input(event: InputEvent) -> void:
    if event is InputEventMouseMotion:
        rotate_y(-event.relative.x * mouse_sensitivity)
        camera.rotate_x(-event.relative.y * mouse_sensitivity)
        camera.rotation.x = clamp(camera.rotation.x, -PI/2, PI/2)

func _physics_process(delta: float) -> void:
    # Gravity
    if not is_on_floor():
        velocity.y -= gravity * delta

    # Jump
    if Input.is_action_just_pressed("jump") and is_on_floor():
        velocity.y = jump_velocity

    # Movement
    var input_dir := Input.get_vector("move_left", "move_right", "move_forward", "move_back")
    var direction := (transform.basis * Vector3(input_dir.x, 0, input_dir.y)).normalized()

    if direction:
        velocity.x = direction.x * move_speed
        velocity.z = direction.z * move_speed
    else:
        velocity.x = move_toward(velocity.x, 0, move_speed)
        velocity.z = move_toward(velocity.z, 0, move_speed)

    move_and_slide()
```

### State Machine (GDScript)

```gdscript
# state_machine.gd
class_name StateMachine
extends Node

@export var initial_state: State

var current_state: State
var states: Dictionary = {}

func _ready() -> void:
    for child in get_children():
        if child is State:
            states[child.name.to_lower()] = child
            child.transitioned.connect(_on_child_transitioned)

    if initial_state:
        initial_state.enter()
        current_state = initial_state

func _process(delta: float) -> void:
    if current_state:
        current_state.update(delta)

func _physics_process(delta: float) -> void:
    if current_state:
        current_state.physics_update(delta)

func _on_child_transitioned(state: State, new_state_name: String) -> void:
    if state != current_state:
        return

    var new_state: State = states.get(new_state_name.to_lower())
    if not new_state:
        return

    current_state.exit()
    new_state.enter()
    current_state = new_state

# state.gd
class_name State
extends Node

signal transitioned(state: State, new_state_name: String)

func enter() -> void:
    pass

func exit() -> void:
    pass

func update(_delta: float) -> void:
    pass

func physics_update(_delta: float) -> void:
    pass
```

---

## Game Patterns

### Entity Component System (ECS)

```csharp
// Unity DOTS example
using Unity.Entities;
using Unity.Mathematics;
using Unity.Transforms;

public struct MoveSpeed : IComponentData
{
    public float Value;
}

public partial class MovementSystem : SystemBase
{
    protected override void OnUpdate()
    {
        float deltaTime = SystemAPI.Time.DeltaTime;

        Entities.ForEach((ref LocalTransform transform, in MoveSpeed speed) =>
        {
            transform.Position += new float3(0, 0, speed.Value * deltaTime);
        }).ScheduleParallel();
    }
}
```

### Event System

```csharp
public static class GameEvents
{
    public static event Action<int> OnScoreChanged;
    public static event Action<float> OnHealthChanged;
    public static event Action OnGameOver;

    public static void ScoreChanged(int newScore) => OnScoreChanged?.Invoke(newScore);
    public static void HealthChanged(float newHealth) => OnHealthChanged?.Invoke(newHealth);
    public static void GameOver() => OnGameOver?.Invoke();
}

// Usage
public class UIManager : MonoBehaviour
{
    private void OnEnable()
    {
        GameEvents.OnScoreChanged += UpdateScoreUI;
        GameEvents.OnHealthChanged += UpdateHealthUI;
    }

    private void OnDisable()
    {
        GameEvents.OnScoreChanged -= UpdateScoreUI;
        GameEvents.OnHealthChanged -= UpdateHealthUI;
    }
}
```

### Save System

```csharp
[Serializable]
public class SaveData
{
    public int Level;
    public float PlayTime;
    public Vector3Serializable PlayerPosition;
    public List<string> UnlockedAchievements;
}

public static class SaveSystem
{
    private static readonly string SavePath =
        Path.Combine(Application.persistentDataPath, "save.json");

    public static void Save(SaveData data)
    {
        string json = JsonUtility.ToJson(data, true);
        File.WriteAllText(SavePath, json);
    }

    public static SaveData Load()
    {
        if (!File.Exists(SavePath)) return new SaveData();

        string json = File.ReadAllText(SavePath);
        return JsonUtility.FromJson<SaveData>(json);
    }
}
```

---

## Performance Optimization

### LOD (Level of Detail)

```csharp
// Unity LOD Group setup
[RequireComponent(typeof(LODGroup))]
public class LODSetup : MonoBehaviour
{
    public Renderer[] lodRenderers;
    public float[] screenRelativeTransitions = { 0.5f, 0.2f, 0.01f };

    void Start()
    {
        LODGroup lodGroup = GetComponent<LODGroup>();
        LOD[] lods = new LOD[lodRenderers.Length];

        for (int i = 0; i < lodRenderers.Length; i++)
        {
            lods[i] = new LOD(screenRelativeTransitions[i], new[] { lodRenderers[i] });
        }

        lodGroup.SetLODs(lods);
        lodGroup.RecalculateBounds();
    }
}
```

### Spatial Partitioning

```csharp
public class QuadTree<T> where T : class
{
    private readonly int _maxObjects = 10;
    private readonly int _maxLevels = 5;
    private readonly int _level;
    private readonly List<(Rect bounds, T obj)> _objects = new();
    private readonly Rect _bounds;
    private QuadTree<T>[] _nodes;

    public QuadTree(int level, Rect bounds)
    {
        _level = level;
        _bounds = bounds;
    }

    public void Insert(Rect objBounds, T obj)
    {
        if (_nodes != null)
        {
            int index = GetIndex(objBounds);
            if (index != -1)
            {
                _nodes[index].Insert(objBounds, obj);
                return;
            }
        }

        _objects.Add((objBounds, obj));

        if (_objects.Count > _maxObjects && _level < _maxLevels)
        {
            if (_nodes == null) Split();

            int i = 0;
            while (i < _objects.Count)
            {
                int index = GetIndex(_objects[i].bounds);
                if (index != -1)
                {
                    var item = _objects[i];
                    _objects.RemoveAt(i);
                    _nodes[index].Insert(item.bounds, item.obj);
                }
                else i++;
            }
        }
    }

    public List<T> Retrieve(Rect area)
    {
        List<T> result = new();
        RetrieveAll(area, result);
        return result;
    }
}
```

---

## Checklist

### Pre-Production

- [ ] Game Design Document (GDD)
- [ ] Technical Design Document
- [ ] Art style guide
- [ ] Target platforms defined
- [ ] Performance budgets set

### Development

- [ ] Version control setup
- [ ] CI/CD for builds
- [ ] Automated testing
- [ ] Performance profiling regular
- [ ] Memory leak checks

### Release

- [ ] Platform certification requirements
- [ ] Localization complete
- [ ] Accessibility options
- [ ] Analytics integration
- [ ] Crash reporting

Related Skills

svelte-development

31
from travisjneuman/.claude

Svelte 5 development with runes ($state, $derived, $effect), SvelteKit full-stack framework, and modern reactive patterns. Use when building Svelte applications, implementing fine-grained reactivity, or working with SvelteKit routing and server functions.

serverless-development

31
from travisjneuman/.claude

AWS Lambda, Vercel Edge Functions, Cloudflare Workers, cold starts, deployment patterns, and infrastructure as code (SST, Serverless Framework). Use when building serverless applications or optimizing function-based architectures.

pwa-development

31
from travisjneuman/.claude

Progressive Web App development for installable, offline-capable web applications. Use when building PWAs, implementing service workers, or creating offline-first experiences.

llm-app-development

31
from travisjneuman/.claude

LLM app development with RAG, prompt engineering, vector databases, and AI agents

ios-development

31
from travisjneuman/.claude

iOS, iPadOS, and tvOS development with Swift, SwiftUI, and UIKit. Use when building Apple platform apps, implementing iOS-specific features, or following Apple Human Interface Guidelines.

flutter-development

31
from travisjneuman/.claude

Cross-platform development with Flutter and Dart for iOS, Android, Web, Desktop, and embedded. Use when building Flutter apps, implementing Material/Cupertino design, or optimizing Dart code.

android-development

31
from travisjneuman/.claude

Android development with Kotlin, Jetpack Compose, and modern Android architecture. Use when building Android apps, implementing Material Design, or following Android best practices.

example-skill

31
from travisjneuman/.claude

Example skill - replace with your skill's description and activation keywords

websockets-realtime

31
from travisjneuman/.claude

Real-time communication with WebSockets, Server-Sent Events, and related technologies. Use when building chat, live updates, collaborative features, or any real-time functionality.

video-production

31
from travisjneuman/.claude

Professional video production from planning to delivery. Use when creating video content, editing workflows, motion graphics, or optimizing video for different platforms.

ui-research

31
from travisjneuman/.claude

Research-first UI/UX design workflow. Use BEFORE any frontend visual work to research modern patterns, gather inspiration from real products, and avoid generic AI-generated looks. Mandatory prerequisite for quality UI work.

ui-animation

31
from travisjneuman/.claude

Motion design and animation for user interfaces. Use when creating micro-interactions, page transitions, loading states, or any UI animation across web and mobile platforms.