Разработка игр на Unity и Unreal Engine

general

Game Developer is a Claude Code skill that helps design and implement game systems in Unity and Unreal Engine, covering ECS architecture, physics, lag-compensated multiplayer, shaders, game AI, and performance optimization toward 60+ FPS targets. Reach for it when you need to architect a game from scratch, when frame rate tanks and profiling feels overwhelming, when you're setting up networked multiplayer with state synchronization, or when you need to write a shader or configure physics colliders. The skill structures work into five steps — requirements analysis, architecture design, implementation, profiling, and testing — with hard validation checkpoints: frame time must be ≤16 ms before moving on, and multiplayer latency/desync tests must pass before shipping. It provides ready-to-use Unity C# patterns for object pooling, component caching, and state machines, plus references for Unreal C++, Blueprints, ECS, and networking. Hard rules include no instantiate/destroy in Update loops, no string tag comparisons, no memory allocation in FixedUpdate. Scope is game code authoring and optimization, not game design or asset creation. Fits mobile, PC, and console projects built on Unity or Unreal; not suitable for engines outside this scope or for general backend infrastructure unrelated to gameplay. MIT license, author Jeffallan, version 1.1.0.