PC Game Developer
Pc games

PC and console game development principles. Engine selection, platform features, optimization strategies.
--- name: pc-games description: PC and console game development principles. Engine selection, platform features, optimization strategies. allowed-tools: Read, Write, Edit, Glob, Grep --- # PC/Console Game Development > Engine selection and platform-specific principles. --- ## 1. Engine Selection ### Decision Tree ``` What are you building?
Overview
PC and console game development principles. Engine selection, platform features, optimization strategies.
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npx skills add davila7/claude-code-templates --skill pc-games -g -a claude-codeClaude Code (degit)
npx degit davila7/claude-code-templates/cli-tool/components/skills/creative-design/game-development/pc-games#main ~/.claude/skills/pc-gamesClaude.ai / desktop
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SKILL.md
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PC/Console Game Development
Engine selection and platform-specific principles.
1. Engine Selection
Decision Tree
What are you building?
│
├── 2D Game
│ ├── Open source important? → Godot
│ └── Large team/assets? → Unity
│
├── 3D Game
│ ├── AAA visual quality? → Unreal
│ ├── Cross-platform priority? → Unity
│ └── Indie/open source? → Godot 4
│
└── Specific Needs
├── DOTS performance? → Unity
├── Nanite/Lumen? → Unreal
└── Lightweight? → Godot
Comparison
| Factor | Unity 6 | Godot 4 | Unreal 5 |
|---|---|---|---|
| 2D | Good | Excellent | Limited |
| 3D | Good | Good | Excellent |
| Learning | Medium | Easy | Hard |
| Cost | Revenue share | Free | 5% after $1M |
| Team | Any | Solo-Medium | Medium-Large |
2. Platform Features
Steam Integration
| Feature | Purpose |
|---|---|
| Achievements | Player goals |
| Cloud Saves | Cross-device progress |
| Leaderboards | Competition |
| Workshop | User mods |
| Rich Presence | Show in-game status |
Console Requirements
| Platform | Certification |
|---|---|
| PlayStation | TRC compliance |
| Xbox | XR compliance |
| Nintendo | Lotcheck |
3. Controller Support
Input Abstraction
Map ACTIONS, not buttons:
- "confirm" → A (Xbox), Cross (PS), B (Nintendo)
- "cancel" → B (Xbox), Circle (PS), A (Nintendo)
Haptic Feedback
| Intensity | Use |
|---|---|
| Light | UI feedback |
| Medium | Impacts |
| Heavy | Major events |
4. Performance Optimization
Profiling First
| Engine | Tool |
|---|---|
| Unity | Profiler Window |
| Godot | Debugger → Profiler |
| Unreal | Unreal Insights |
Common Bottlenecks
| Bottleneck | Solution |
|---|---|
| Draw calls | Batching, atlases |
| GC spikes | Object pooling |
| Physics | Simpler colliders |
| Shaders | LOD shaders |
5. Engine-Specific Principles
Unity 6
- DOTS for performance-critical systems
- Burst compiler for hot paths
- Addressables for asset streaming
Godot 4
- GDScript for rapid iteration
- C# for complex logic
- Signals for decoupling
Unreal 5
- Blueprint for designers
- C++ for performance
- Nanite for high-poly environments
- Lumen for dynamic lighting
6. Anti-Patterns
| ❌ Don't | ✅ Do |
|---|---|
| Choose engine by hype | Choose by project needs |
| Ignore platform guidelines | Study certification requirements |
| Hardcode input buttons | Abstract to actions |
| Skip profiling | Profile early and often |
Remember: Engine is a tool. Master the principles, then adapt to any engine.
| 1 | |
| 2 | name pc-games |
| 3 | description PC and console game development principles. Engine selection, platform features, optimization strategies. |
| 4 | allowed-tools Read, Write, Edit, Glob, Grep |
| 5 | |
| 6 | |
| 7 | # PC/Console Game Development |
| 8 | |
| 9 | > Engine selection and platform-specific principles. |
| 10 | |
| 11 | |
| 12 | |
| 13 | ## 1. Engine Selection |
| 14 | |
| 15 | ### Decision Tree |
| 16 | |
| 17 | |
| 18 | What are you building? |
| 19 | │ |
| 20 | ├── 2D Game |
| 21 | │ ├── Open source important? → Godot |
| 22 | │ └── Large team/assets? → Unity |
| 23 | │ |
| 24 | ├── 3D Game |
| 25 | │ ├── AAA visual quality? → Unreal |
| 26 | │ ├── Cross-platform priority? → Unity |
| 27 | │ └── Indie/open source? → Godot 4 |
| 28 | │ |
| 29 | └── Specific Needs |
| 30 | ├── DOTS performance? → Unity |
| 31 | ├── Nanite/Lumen? → Unreal |
| 32 | └── Lightweight? → Godot |
| 33 | |
| 34 | |
| 35 | ### Comparison |
| 36 | |
| 37 | | Factor | Unity 6 | Godot 4 | Unreal 5 | |
| 38 | |--------|---------|---------|----------| |
| 39 | | 2D | Good | Excellent | Limited | |
| 40 | | 3D | Good | Good | Excellent | |
| 41 | | Learning | Medium | Easy | Hard | |
| 42 | | Cost | Revenue share | Free | 5% after $1M | |
| 43 | | Team | Any | Solo-Medium | Medium-Large | |
| 44 | |
| 45 | |
| 46 | |
| 47 | ## 2. Platform Features |
| 48 | |
| 49 | ### Steam Integration |
| 50 | |
| 51 | | Feature | Purpose | |
| 52 | |---------|---------| |
| 53 | | Achievements | Player goals | |
| 54 | | Cloud Saves | Cross-device progress | |
| 55 | | Leaderboards | Competition | |
| 56 | | Workshop | User mods | |
| 57 | | Rich Presence | Show in-game status | |
| 58 | |
| 59 | ### Console Requirements |
| 60 | |
| 61 | | Platform | Certification | |
| 62 | |----------|--------------| |
| 63 | | PlayStation | TRC compliance | |
| 64 | | Xbox | XR compliance | |
| 65 | | Nintendo | Lotcheck | |
| 66 | |
| 67 | |
| 68 | |
| 69 | ## 3. Controller Support |
| 70 | |
| 71 | ### Input Abstraction |
| 72 | |
| 73 | |
| 74 | Map ACTIONS, not buttons: |
| 75 | - "confirm" → A (Xbox), Cross (PS), B (Nintendo) |
| 76 | - "cancel" → B (Xbox), Circle (PS), A (Nintendo) |
| 77 | |
| 78 | |
| 79 | ### Haptic Feedback |
| 80 | |
| 81 | | Intensity | Use | |
| 82 | |-----------|-----| |
| 83 | | Light | UI feedback | |
| 84 | | Medium | Impacts | |
| 85 | | Heavy | Major events | |
| 86 | |
| 87 | |
| 88 | |
| 89 | ## 4. Performance Optimization |
| 90 | |
| 91 | ### Profiling First |
| 92 | |
| 93 | | Engine | Tool | |
| 94 | |--------|------| |
| 95 | | Unity | Profiler Window | |
| 96 | | Godot | Debugger → Profiler | |
| 97 | | Unreal | Unreal Insights | |
| 98 | |
| 99 | ### Common Bottlenecks |
| 100 | |
| 101 | | Bottleneck | Solution | |
| 102 | |------------|----------| |
| 103 | | Draw calls | Batching, atlases | |
| 104 | | GC spikes | Object pooling | |
| 105 | | Physics | Simpler colliders | |
| 106 | | Shaders | LOD shaders | |
| 107 | |
| 108 | |
| 109 | |
| 110 | ## 5. Engine-Specific Principles |
| 111 | |
| 112 | ### Unity 6 |
| 113 | |
| 114 | DOTS for performance-critical systems |
| 115 | Burst compiler for hot paths |
| 116 | Addressables for asset streaming |
| 117 | |
| 118 | ### Godot 4 |
| 119 | |
| 120 | GDScript for rapid iteration |
| 121 | C# for complex logic |
| 122 | Signals for decoupling |
| 123 | |
| 124 | ### Unreal 5 |
| 125 | |
| 126 | Blueprint for designers |
| 127 | C++ for performance |
| 128 | Nanite for high-poly environments |
| 129 | Lumen for dynamic lighting |
| 130 | |
| 131 | |
| 132 | |
| 133 | ## 6. Anti-Patterns |
| 134 | |
| 135 | | ❌ Don't | ✅ Do | |
| 136 | |----------|-------| |
| 137 | | Choose engine by hype | Choose by project needs | |
| 138 | | Ignore platform guidelines | Study certification requirements | |
| 139 | | Hardcode input buttons | Abstract to actions | |
| 140 | | Skip profiling | Profile early and often | |
| 141 | |
| 142 | |
| 143 | |
| 144 | > **Remember:** Engine is a tool. Master the principles, then adapt to any engine. |
| 145 |
Details
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- MIT
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