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pc-games

PC and console game development principles. Engine selection, platform features, optimization strategies.

Quality

65%

Does it follow best practices?

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tessl review fix ./plugins/AI-Agents-Safe-Coding-Skills-claude/skills/game-development/pc-games/SKILL.md

The canonical home for this skill is pc-games in administrakt0r/AI-Agents-Safe-Coding-Skills

SKILL.md
Quality
Evals
Security

Quality

Content

61%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 compact, well-structured reference of genuine game-development principles with concrete decision trees, named tools, and specific techniques. Its weaknesses are explaining concepts Claude already knows, a meaningless boilerplate 'When to Use' section, version-locked labels without deprecated-context framing, and the absence of any validation guidance (e.g., prototype-before-committing for engine choice).

Suggestions

Delete the boilerplate "When to Use" section — "This skill is applicable to execute the workflow or actions described in the overview" adds zero information and is pure token waste.

Trim tables that re-explain known concepts (Steam feature purposes, haptic intensity levels) to just the non-obvious guidance, e.g. which features require Steamworks SDK integration.

Add a brief validation step to engine selection, e.g. "Before committing: prototype the riskiest system (largest scene / most complex shader) in the top candidate engine — switching engines after content production is the most expensive mistake."

DimensionReasoningScore

Conciseness

The body is mostly lean tables, but several sections explain concepts Claude already knows — the Steam feature table spells out that "Achievements → Player goals" and "Cloud Saves → Cross-device progress", and the haptic intensity table is similarly self-evident. The closing "When to Use" sentence ("This skill is applicable to execute the workflow or actions described in the overview.") is pure boilerplate padding, and version-specific labels (Unity 6, Godot 4, Unreal 5) introduce time-sensitive information without a deprecated/compatibility framing. This is more than the 'minor instances' of anchor 4, but well short of anchor 1-2 verbosity.

3 / 5

Actionability

As an instruction-only principles skill, the guidance is mostly concrete: the decision tree maps specific project needs to specific engines, the bottleneck table names specific techniques ("Batching, atlases", "Object pooling"), the profiling table names the exact tool per engine, and the input section gives exact button mappings per platform. It stays above anchor 3 because the named tools, techniques, and mappings are actionable without code; it falls short of anchor 5 because the per-engine sections are one-line name-drops ("Burst compiler for hot paths") with no how-to depth.

4 / 5

Workflow Clarity

The six numbered sections provide topical organization (selection → platform → input → optimization → engine specifics → anti-patterns), but this is a reference collection, not a sequenced workflow — there is no process a reader follows start-to-finish, and no validation checkpoints (e.g., how to confirm an engine choice via a prototype, or how to verify certification compliance before submission). The 'When to Use' section gestures at workflow but says nothing actionable. Anchor 3 ('sequence present but checkpoints missing or implicit') fits; it is not incoherent like anchor 2, but it lacks the explicit checkpoints of anchor 4.

3 / 5

Progressive Disclosure

There are no bundle files (references/, scripts/, assets/ are absent) and no external references in the body, which is appropriate given the file is small (~3 KB, ~150 lines) — nothing here needs splitting. Section headers are consistent, the decision tree and tables are easy to navigate, and there are no nested or dead references. It does not reach anchor 5 because there is no overview-to-detail layering at all (the per-engine sections could point to engine-specific references if the skill grows), keeping it at 'good structure; minor organization gaps'.

4 / 5

Total

14

/

20

Passed

Description

53%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.

The description is short and clean but under-specified: it lists topic areas rather than concrete actions, includes no 'use when' trigger guidance, and omits the engine names (Unity, Unreal, Godot) that would serve as the strongest natural triggers. It is distinct enough to avoid most conflicts but leaves triggering to chance.

Suggestions

Add an explicit trigger clause, e.g. "Use when starting a game project, choosing between Unity, Unreal, or Godot, or targeting PC/console platforms like Steam, PlayStation, Xbox, or Nintendo."

Convert topic nouns into concrete actions, e.g. "Compares Unity, Godot, and Unreal for a project, maps controller inputs across platforms, and applies engine-specific optimization techniques."

Include the natural synonyms users actually say — engine names (Unity, Unreal, Godot), "indie game", "Steam release", "console porting" — to strengthen trigger term coverage.

DimensionReasoningScore

Specificity

The description names the domain ("PC and console game development principles") and enumerates focus areas ("Engine selection, platform features, optimization strategies"), which function as partial capability statements. However, these are topic nouns rather than concrete actions — it never says what the skill actually does with those topics (choose, compare, integrate, optimize), so it does not reach anchor 4's 'several specific actions'.

3 / 5

Completeness

The 'what' is reasonably clear (game development principles covering engine selection, platform features, optimization), but there is no 'Use when...' clause or any equivalent explicit trigger guidance — the 'when' is entirely absent, not just weakly implied. Per the judging guidelines this caps completeness at 3.

3 / 5

Trigger Term Quality

It contains relevant natural terms like "game development", "PC", "console", "engine", and "optimization", but misses the most common phrases a user would actually say — engine names (Unity, Unreal, Godot), "indie game", "Steam", "porting". Anchor 3 ('some relevant keywords but missing common variations or synonyms') is the best fit; anchor 4 requires fuller coverage of natural terms.

3 / 5

Distinctiveness Conflict Risk

"PC and console game development principles" carves out a fairly distinct niche that would not trigger for unrelated skills. Minor overlap risk remains with closely related skills (mobile game development, general game design, or per-engine skills), since the description omits distinguishing trigger phrases like engine names — so it falls short of anchor 5's 'clear niche with distinct triggers'.

4 / 5

Total

13

/

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

frontmatter_unknown_keys

Unknown frontmatter key(s) found; consider removing or moving to metadata

Warning

Total

15

/

16

Passed

Repository

administrakt0r/AI-Agents-Safe-Coding-Skills

Path

plugins/AI-Agents-Safe-Coding-Skills-claude/skills/game-development/pc-games/SKILL.md

Reviewed

Table of Contents

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