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game-developer

Use when building game systems, implementing Unity/Unreal Engine features, or optimizing game performance. Invoke to implement ECS architecture, configure physics systems and colliders, set up multiplayer networking with lag compensation, optimize frame rates to 60+ FPS targets, develop shaders, or apply game design patterns such as object pooling and state machines. Trigger keywords: Unity, Unreal Engine, game development, ECS architecture, game physics, multiplayer networking, game optimization, shader programming, game AI.

70

Quality

88%

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SKILL.md
Quality
Evals
Security

Quality

Content

85%Weight 40%Scale 1-5

Reviews the quality of instructions and guidance provided to agents. Good implementation is clear, handles edge cases, and produces reliable results.

A well-structured skill body: a validated five-step workflow, terse actionable constraint lists, three nearly-executable C# patterns, and an exemplary one-level-deep reference table with load conditions. Remaining gaps are minor — a non-compilable field in one example and slight redundancy between code comments and the constraints list.

DimensionReasoningScore

Conciseness

The body is lean with no padding — no explanations of what Unity or ECS is, terse MUST DO/MUST NOT checklists, and compact code. Minor trimmables keep it below 5: the textbook StateMachine/IdleState implementation and in-code comments ('never call GetComponent in Update') duplicate constraints already stated in the MUST DO list.

4 / 5

Actionability

Three concrete C# classes (ObjectPool, PlayerController, StateMachine), named profiling tools (Unity Profiler, Unreal Insights), and a hard numeric gate (frame time ≤16 ms) provide mostly executable guidance. Not 5 because the PlayerController snippet is not copy-paste compilable (undeclared 'speed' field) and inline code covers Unity C# only, with Unreal/ECS/networking delegated to reference files.

4 / 5

Workflow Clarity

The five-step Core Workflow has two explicit validation checkpoints (profile and verify frame time ≤16 ms before proceeding; run multiplayer latency/desync stress tests before shipping) plus an iterative fix loop ('Identify and resolve CPU/GPU bottlenecks iteratively'). This matches the top anchor: clear sequence, explicit validation, feedback loop.

5 / 5

Progressive Disclosure

The Reference Guide table maps five topics to real, verified reference files (all five exist under references/ and are substantial), each with an explicit 'Load When' condition. References are one level deep and clearly signaled, and the inline content (core code patterns, constraints) is appropriately placed in the main file — matching the top anchor.

5 / 5

Total

18

/

20

Passed

Description

88%Weight 40%Scale 1-5

Based on the skill's description, can an agent find and select it at the right time? Clear, specific descriptions lead to better discovery.

A strong description that explicitly covers both what the skill does and when to use it, with concrete, detailed capabilities and a natural trigger-keyword list. The only weaknesses are a few missing natural keyword variations and slight overlap risk on generic terms like shaders and frame-rate optimization.

DimensionReasoningScore

Specificity

The description lists six-plus concrete actions with specific technical detail: 'implement ECS architecture, configure physics systems and colliders, set up multiplayer networking with lag compensation, optimize frame rates to 60+ FPS targets, develop shaders, or apply game design patterns such as object pooling and state machines'. This matches the top anchor (multiple specific concrete actions, comprehensive coverage) rather than level 4's 'minor gaps in coverage'.

5 / 5

Completeness

It explicitly answers both 'what' (the enumerated concrete capabilities) and 'when' ('Use when building game systems, implementing Unity/Unreal Engine features, or optimizing game performance' plus an explicit trigger-keyword list), matching the anchor for clearly and explicitly answering both with concrete trigger phrases.

5 / 5

Trigger Term Quality

Explicit keywords 'Unity, Unreal Engine, game development, ECS architecture, game physics, multiplayer networking, game optimization, shader programming, game AI' are natural phrases users would say, giving good coverage. Not 5 because common variations are missing (e.g., 'Unreal' alone, 'game dev', 'Blueprints', 'frame rate', 'C#'); not 3 because coverage goes well beyond 'some relevant keywords'.

4 / 5

Distinctiveness Conflict Risk

Engine-specific triggers (Unity, Unreal Engine, ECS architecture) establish a clear game-development niche, but phrases like 'develop shaders' and 'optimize frame rates' carry minor overlap risk with general graphics-programming or performance-optimization skills. This fits 'mostly distinct; minor overlap risk with closely related skills' better than the minimal-conflict level-5 anchor.

4 / 5

Total

18

/

20

Passed

Validation

93%

Checks the skill against the spec for correct structure and formatting. All validation checks must pass before discovery and implementation can be scored.

Validation — 15 / 16 Passed

Validation for skill structure

CriteriaDescriptionResult

metadata_field

'metadata' should map string keys to string values

Warning

Total

15

/

16

Passed

Repository

Jeffallan/claude-skills

Path

skills/game-developer/SKILL.md

Reviewed

Table of Contents

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