acceptance-orchestrato…
Use when a coding task should be driven end-to-end from issue intake through implementation, review, deployment, and acceptance verification with minimal human…
PC and console game development principles. Engine selection, platform features, optimization strategies.
$ npx -y skills add sinhoneyy/master-skills --skill pc-games --agent claude-codeHow it fires
How this skill gets triggered: by you, by Claude, or both.
/pc-gamesContext preview
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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." risk: safe source: community date_added: "2026-02-27"
> Engine selection and platform-specific principles.
---
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| 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 |
---
| Feature | Purpose | |---------|---------| | Achievements | Player goals | | Cloud Saves | Cross-device progress | | Leaderboards | Competition | | Workshop | User mods | | Rich Presence | Show in-game status |
| Platform | Certification | |----------|--------------| | PlayStation | TRC compliance | | Xbox | XR compliance | | Nintendo | Lotcheck |
---
Map ACTIONS, not buttons: - "confirm" → A (Xbox), Cross (PS), B (Nintendo) - "cancel" → B (Xbox), Circle (PS), A (Nintendo)
| Intensity | Use | |-----------|-----| | Light | UI feedback | | Medium | Impacts | | Heavy | Major events |
---
| Engine | Tool | |--------|------| | Unity | Profiler Window | | Godot | Debugger → Profiler | | Unreal | Unreal Insights |
| Bottleneck | Solution | |------------|----------| | Draw calls | Batching, atlases | | GC spikes | Object pooling | | Physics | Simpler colliders | | Shaders | LOD shaders |
---
---
| ❌ 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.
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