game-developer

game-developer is a skill for Claude Code from Jeffallan/claude-skills. It costs 99 tokens per session (1,237 once invoked), scanned A, original, MIT.

A guide for developing games with Unity or Unreal Engine, covering gameplay systems, graphics, physics, artificial intelligence, networking, and performance checks.

In plain words
What is it for?
Use it to build game mechanics, ECS-based systems, shaders, physics and colliders, multiplayer features with lag handling, and frame-rate or memory optimizations.
Why use it?
It helps structure game development and find performance or multiplayer problems before release.

Skill for Claude Code

Written for Claude Code: shipped in a Claude Code plugin.

Part of the fullstack-dev-skills plugin — 57 skills shipped together

not rated 11krepo +67 1mo ago A scan Socket: passSnyk: passSkillSpector: pass 99 tokens original MIT

Good fit Use it to build game mechanics, ECS-based systems, shaders, physics and colliders, multiplayer features with lag handling, and frame-rate or memory optimizations.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/jeffallan/claude-skills/game-developer
About the project

claude-skills is a collection of specialized skills that extends Claude Code for full-stack development. Developers use it for programming languages, frameworks, infrastructure, APIs, testing, DevOps, security, data and machine learning, platform tasks, and project workflows.

Jeffallan/claude-skills · 11,361 stars · on GitHub

Install

Getting it into your agent

One page per mod, every tool's command on it. A separate URL per tool would split the same page into five that compete with each other.

Any agent
npx skills add Jeffallan/claude-skills --skill game-developer
Clone the repo
git clone --depth 1 https://github.com/Jeffallan/claude-skills

Made for: Claude Code.

Or install fullstack-dev-skills, the plugin that ships this one along with the rest of its 57 skills.

Wrote this? Show the measurements

A badge with what this costs and how it scanned, read live from this page, so it follows the numbers instead of freezing them. Markdown for a README, HTML for a documentation site or a project page.

agentmods badge for game-developer

README.md
[![agentmods](https://agentmods.dev/badge/skills/jeffallan/claude-skills/game-developer.svg)](https://agentmods.dev/skills/jeffallan/claude-skills/game-developer)
Your own site
<a href="https://agentmods.dev/skills/jeffallan/claude-skills/game-developer"><img src="https://agentmods.dev/badge/skills/jeffallan/claude-skills/game-developer.svg" alt="Measured on agentmods" height="20"></a>
Per session 99 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 1,237 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. A grade says what 26 rules found in the file — not that it is safe. Third-party audits
  • Socket pass 29 Apr 2026
  • Snyk pass 29 Apr 2026
  • NVIDIA SkillSpector pass 7 Sept 2026
How audits are shown
Origin original No closer match found in the catalogue.
Token cost

What it costs to keep this loaded

Counted locally with the o200k_base tokenizer, which is exact for GPT models; Claude uses its own tokenizer and its counts differ. Treat this as one consistent yardstick across the catalogue rather than a bill. Prices are per million input tokens.

ModelPer sessionOnce invoked
Fable 5.1 $0.00099 $0.01237
Opus 5 $0.00049 $0.00619
Sonnet 5 $0.00020 $0.00247
Haiku 4.5 $0.00010 $0.00124

Measured 8d ago against content hash 89297efd2a6b, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-08, from the pricing page.

Security

Grade A, and why

game-developer scanned grade A with 0 findings against 26 rules in 11 categories — prompt injection, anti-refusal, data exfiltration, privilege escalation, supply chain, agent snooping, system-prompt leakage, SSRF and excessive agency — measured 8d ago.

A static scan of the body, not an audit. Every finding is printed with the line that produced it so you can judge whether it matters here. A mod is markdown that instructs an agent; that is exactly why what it instructs is worth reading.

Nothing flagged

None of the 26 patterns this scan looks for appear in this file: no shell pipes, no recursive deletes, no credential paths, no hidden text, no instruction-override or anti-refusal phrasing, no agent-config snooping. That is not a guarantee, it is the absence of the things that are checkable.

Origin

Copies of this mod

1 near-identical copy found in the catalogue:

skills/game-developer/SKILL.md · 164 lines

How it starts

The opening of the file, as written. The whole thing — 164 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Game Developer

Core Workflow

  1. Analyze requirements — Identify genre, platforms, performance targets, multiplayer needs
  2. Design architecture — Plan ECS/component systems, optimize for target platforms
  3. Implement — Build core mechanics, graphics, physics, AI, networking
  4. Optimize — Profile and optimize for 60+ FPS, minimize memory/battery usage
    • Validation checkpoint: Run Unity Profiler or Unreal Insights; verify frame time ≤16 ms (60 FPS) before proceeding. Identify and resolve CPU/GPU bottlenecks iteratively.
  5. Test — Cross-platform testing, performance validation, multiplayer stress tests
    • Validation checkpoint: Confirm stable frame rate under stress load; run multiplayer latency/desync tests before shipping.

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)

Read the full file on GitHub · 164 lines

Files

What ships with it

5 files beside SKILL.md in the same directory: the scripts, references and assets a skill reads on demand. Not counted in the per-session cost; read them before you install if any of them is executable.

Changes

What this file has done since we first saw it

Hashed on every crawl. A supply-chain change to an agent config is a question of when, not whether, so the history is kept rather than the latest state alone.

  1. 8d ago First seen · 164 lines · 99 tokens per session scan A 89297efd2a6b

Subscribe to this mod's changes

game-developer is a skill published in the GitHub repository Jeffallan/claude-skills (11,361 stars, last pushed 1mo ago), licensed MIT. It adds 99 tokens to every session and 1,237 once invoked, about $0.0005 per session on Opus 5. A static security scan graded it A with 0 findings. No closer match exists in the catalogue, so it is treated as the original; first seen 2026-08-30.

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