Agent Skill
2/7/2026game-development
Game development orchestrator. Routes to platform-specific sub-skills. Use for any game project - handles architecture, patterns, performance.
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SKILL.md
| Name | game-development |
| Description | Game development orchestrator. Routes to platform-specific sub-skills. Use for any game project - handles architecture, patterns, performance. |
name: game-development description: Game development orchestrator. Routes to platform-specific sub-skills. Use for any game project - handles architecture, patterns, performance. allowed-tools: Read, Write, Edit, Glob, Grep, Bash
Game Development Orchestrator
"Great games come from iteration, not perfection. Prototype fast, then polish."
The Universal Game Loop
┌─────────────────────────────────────────┐
│ GAME LOOP │
├─────────────────────────────────────────┤
│ INPUT → Read player actions │
│ UPDATE → Process game logic │
│ (fixed timestep) │
│ RENDER → Draw the frame │
│ (interpolated) │
├─────────────────────────────────────────┤
│ Target: 60 FPS = 16.67ms per frame │
└─────────────────────────────────────────┘
Performance Budget (60 FPS)
| System | Budget | Notes |
|---|---|---|
| Input | 1ms | Poll & queue |
| Physics | 3ms | Fixed timestep |
| AI | 2ms | Time-sliced |
| Game Logic | 4ms | Update entities |
| Rendering | 5ms | Draw calls |
| Buffer | 1.67ms | Headroom |
Core Patterns
State Machine (Simple)
Use for: Player states, UI screens, game phases
When: < 10 states, clear transitions
Object Pool
Use for: Bullets, particles, enemies
When: Frequent spawn/destroy cycles
Why: Avoid GC spikes
Entity Component System (ECS)
Use for: Large entity counts (1000+)
When: Performance critical
Why: Cache-friendly iteration
Behavior Trees
Use for: Complex AI decisions
When: Multiple condition branches
Why: Modular, debuggable
Decision Matrix
By Dimension
| Type | Focus Areas |
|---|---|
| 2D | Sprites, tilemaps, 2D physics, pixel-perfect |
| 3D | Meshes, shaders, 3D physics, LOD |
By Platform
| Platform | Constraints |
|---|---|
| PC | Memory generous, input variety |
| Mobile | Touch input, battery, thermal |
| Web | Download size, browser limits |
| VR/AR | 90fps minimum, comfort |
Anti-Patterns
| ❌ Don't | ✅ Do |
|---|---|
| Update everything every frame | Use events, dirty flags |
| Create objects in hot loops | Pool reusable objects |
| Deep inheritance trees | Prefer composition |
| Hardcode game constants | Use ScriptableObjects/config |
| Premature optimization | Profile first, then optimize |
Unity-Specific Guidelines
Architecture
- Use ScriptableObjects for data (stats, configs)
- Use Singletons sparingly (Manager pattern)
- Prefer composition over inheritance
- Use interfaces for decoupling
Performance
- Cache GetComponent results
- Use object pooling for spawned objects
- Avoid Find() in Update()
- Use events over polling
Project Structure
Assets/
├── Scripts/
│ ├── Core/ # Managers, systems
│ ├── Entities/ # Units, characters
│ ├── UI/ # UI components
│ └── Utils/ # Helpers
├── Prefabs/
├── ScriptableObjects/
├── Resources/
└── Scenes/
Validation Checklist
Before shipping:
- Frame time stable (no spikes)
- Memory usage flat (no leaks)
- Input feels responsive
- Load times acceptable
- No null reference exceptions
Start simple. Add complexity only when needed. Profile before optimizing.
Skills Info
Original Name:game-developmentAuthor:noooooooooooooooob
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