Agent Skill
2/7/2026

game-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

Namegame-development
DescriptionGame 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)

SystemBudgetNotes
Input1msPoll & queue
Physics3msFixed timestep
AI2msTime-sliced
Game Logic4msUpdate entities
Rendering5msDraw calls
Buffer1.67msHeadroom

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

TypeFocus Areas
2DSprites, tilemaps, 2D physics, pixel-perfect
3DMeshes, shaders, 3D physics, LOD

By Platform

PlatformConstraints
PCMemory generous, input variety
MobileTouch input, battery, thermal
WebDownload size, browser limits
VR/AR90fps minimum, comfort

Anti-Patterns

❌ Don't✅ Do
Update everything every frameUse events, dirty flags
Create objects in hot loopsPool reusable objects
Deep inheritance treesPrefer composition
Hardcode game constantsUse ScriptableObjects/config
Premature optimizationProfile 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