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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.

72

Quality

88%

Does it follow best practices?

Impact

No eval scenarios have been run

SecuritybySnyk

Passed

No known issues

SKILL.md
Quality
Evals
Security

Quality

Content

77%

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

This is a solid game development skill with strong actionability through executable code examples and a well-structured workflow with validation checkpoints. Its main weaknesses are the missing bundle reference files that undermine the progressive disclosure design, and some verbosity in the constraints sections that restate common game development knowledge Claude likely already possesses.

Suggestions

Create the five referenced files (unity-patterns.md, unreal-cpp.md, etc.) to fulfill the progressive disclosure structure promised by the reference table.

Trim the MUST DO/MUST NOT DO lists to only non-obvious, project-specific constraints — remove items like 'use delta time' and 'avoid string comparisons' that Claude already knows.

DimensionReasoningScore

Conciseness

The skill is reasonably efficient but includes some guidance Claude already knows (e.g., 'use delta time for frame-independent movement', 'avoid string comparisons for tags'). The MUST DO/MUST NOT DO lists contain several items that are common knowledge for an experienced game developer agent. However, the code examples are lean and the reference table is well-structured.

2 / 3

Actionability

The skill provides fully executable, copy-paste ready C# code examples for object pooling, component caching, and state machines. The constraints are specific and concrete (e.g., 'use CompareTag', 'cache component references'), and the output templates give clear deliverable expectations.

3 / 3

Workflow Clarity

The core workflow has a clear 5-step sequence with explicit validation checkpoints at steps 4 and 5, including specific metrics (frame time ≤16 ms) and iterative feedback loops ('identify and resolve CPU/GPU bottlenecks iteratively'). This covers the profiling and testing validation well.

3 / 3

Progressive Disclosure

The reference table with 'Load When' triggers is a well-designed progressive disclosure mechanism. However, no bundle files are provided, meaning all five referenced files (references/unity-patterns.md, etc.) are missing. The skill cannot actually deliver on its promised layered structure, and the inline code examples partially duplicate what the references would cover.

2 / 3

Total

10

/

12

Passed

Description

100%

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

This is a strong skill description that excels across all dimensions. It provides specific concrete actions, comprehensive trigger terms that users would naturally use, explicit 'Use when' and 'Trigger keywords' clauses, and a clearly distinct game development niche. The description uses proper third-person voice and avoids vague language or buzzwords.

DimensionReasoningScore

Specificity

Lists multiple specific concrete actions: implement ECS architecture, configure physics systems and colliders, set up multiplayer networking with lag compensation, optimize frame rates to 60+ FPS targets, develop shaders, apply game design patterns such as object pooling and state machines.

3 / 3

Completeness

Clearly answers both 'what' (implement ECS, configure physics, set up networking, optimize frame rates, develop shaders, apply design patterns) and 'when' (explicit 'Use when building game systems, implementing Unity/Unreal Engine features, or optimizing game performance' plus trigger keywords).

3 / 3

Trigger Term Quality

Excellent coverage of natural terms users would say: Unity, Unreal Engine, game development, ECS architecture, game physics, multiplayer networking, game optimization, shader programming, game AI. These are terms users would naturally use when seeking game development help.

3 / 3

Distinctiveness Conflict Risk

Highly distinctive niche focused on game development with specific engine names (Unity, Unreal Engine) and game-specific concepts (ECS, colliders, lag compensation, object pooling). Unlikely to conflict with general programming or other domain-specific skills.

3 / 3

Total

12

/

12

Passed

Validation

90%

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

Validation10 / 11 Passed

Validation for skill structure

CriteriaDescriptionResult

metadata_field

'metadata' should map string keys to string values

Warning

Total

10

/

11

Passed

Repository
Jeffallan/claude-skills
Reviewed

Table of Contents

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