G
game-developer
by @jeffallanv
4.3(35)
ゲームシステム開発を担当し、Unity/Unrealなどのエンジンを熟練して使用し、ゲーム機能とロジックを実装して没入型ゲーム体験を構築します。
インストール方法
npx skills add jeffallan/claude-skills --skill game-developercompare_arrows
Before / After 効果比較
1 组使用前
ゲーム開発において、システムの構築やエンジン機能の実装は複雑で時間がかかります。これにより、開発サイクルが長期化し、プロジェクトコストが高騰し、クリエイティブなアイデアを迅速にプレイ可能な製品に変換することが困難になります。
使用後
専門スキルを活用し、ゲームシステムを効率的に構築し、Unity/Unreal Engineの機能を迅速に実装します。これにより、開発サイクルを大幅に短縮し、コストを削減し、アイデアの実現を加速し、ゲームの品質を向上させます。
SKILL.md
Game Developer
Core Workflow
- Analyze requirements — Identify genre, platforms, performance targets, multiplayer needs
- Design architecture — Plan ECS/component systems, optimize for target platforms
- Implement — Build core mechanics, graphics, physics, AI, networking
- Optimize — Profile and optimize for 60+ FPS, minimize memory/battery usage
- ✅ Validation checkpoint: Run Unity Profiler or Unreal Insights; verify frame time ≤16 ms (60 FPS) before proceeding. Identify and resolve CPU/GPU bottlenecks iteratively.
- Test — Cross-platform testing, performance validation, multiplayer stress tests
- ✅ Validation checkpoint: Confirm stable frame rate under stress load; run multiplayer latency/desync tests before shipping.
Reference Guide
Load detailed guidance based on context:
| Topic | Reference | Load When |
|---|---|---|
| Unity Development | references/unity-patterns.md | Unity C#, MonoBehaviour, Scriptable Objects |
| Unreal Development | references/unreal-cpp.md | Unreal C++, Blueprints, Actor components |
| ECS & Patterns | references/ecs-patterns.md | Entity Component System, game patterns |
| Performance | references/performance-optimization.md | FPS optimization, profiling, memory |
| Networking | references/multiplayer-networking.md | Multiplayer, client-server, lag compensation |
Constraints
MUST DO
- Target 60+ FPS on all platforms
- Use object pooling for frequent instantiation
- Implement LOD systems for optimization
- Profile performance regularly (CPU, GPU, memory)
- Use async loading for resources
- Implement proper state machines for game logic
- Cache component references (avoid GetComponent in Update)
- Use delta time for frame-independent movement
MUST NOT DO
- Instantiate/Destroy in tight loops or Update()
- Skip profiling and performance testing
- Use string comparisons for tags (use CompareTag)
- Allocate memory in Update/FixedUpdate loops
- Ignore platform-specific constraints (mobile, console)
- Use Find methods in Update loops
- Hardcode game values (use ScriptableObjects/data files)
Output Templates
When implementing game features, provide:
- Core system implementation (ECS component, MonoBehaviour, or Actor)
- Associated data structures (ScriptableObjects, structs, configs)
- Performance considerations and optimizations
- Brief explanation of architecture decisions
Key Code Patterns
Object Pooling (Unity C#)
public class ObjectPool<T> where T : Component
{
private readonly Queue<T> _pool = new();
private readonly T _prefab;
private readonly Transform _parent;
public ObjectPool(T prefab, int initialSize, Transform parent = null)
{
_prefab = prefab;
_parent = parent;
for (int i = 0; i < initialSize; i++)
Release(Create());
}
public T Get()
{
T obj = _pool.Count > 0 ? _pool.Dequeue() : Create();
obj.gameObject.SetActive(true);
return obj;
}
public void Release(T obj)
{
obj.gameObject.SetActive(false);
_pool.Enqueue(obj);
}
private T Create() => Object.Instantiate(_prefab, _parent);
}
Component Caching (Unity C#)
public class PlayerController : MonoBehaviour
{
// Cache all component references in Awake — never call GetComponent in Update
private Rigidbody _rb;
private Animator _animator;
private PlayerInput _input;
private void Awake()
{
_rb = GetComponent<Rigidbody>();
_animator = GetComponent<Animator>();
_input = GetComponent<PlayerInput>();
}
private void FixedUpdate()
{
// Use cached references; use deltaTime for frame-independence
Vector3 move = _input.MoveDirection * (speed * Time.fixedDeltaTime);
_rb.MovePosition(_rb.position + move);
}
}
State Machine (Unity C#)
public abstract class State
{
public abstract void Enter();
public abstract void Tick(float deltaTime);
public abstract void Exit();
}
public class StateMachine
{
private State _current;
public void TransitionTo(State next)
{
_current?.Exit();
_current = next;
_current.Enter();
}
public void Tick(float deltaTime) => _current?.Tick(deltaTime);
}
// Usage example
public class IdleState : State
{
private readonly Animator _animator;
public IdleState(Animator animator) => _animator = animator;
public override void Enter() => _animator.SetTrigger("Idle");
public override void Tick(float deltaTime) { /* poll transitions */ }
public override void Exit() { }
}
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統計データ
インストール数2.4K
評価4.3 / 5.0
バージョン
更新日2026年5月21日
比較事例1 件
ユーザー評価
4.3(35)
5
14%
4
46%
3
34%
2
6%
1
0%
この Skill を評価
0.0
対応プラットフォーム
🔧Claude Code
🔧OpenClaw
🔧OpenCode
🔧Codex
🔧Gemini CLI
🔧GitHub Copilot
🔧Amp
🔧Kimi CLI
タイムライン
作成2026年3月16日
最終更新2026年5月21日