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pc-games

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

58

Quality

67%

Does it follow best practices?

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SecuritybySnyk

Passed

No findings from the security scan

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tessl review fix ./.agents/skills/game-development/pc-games/SKILL.md
SKILL.md
Quality
Evals
Security

Quality

Content

85%

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

The content is a well-structured, concise reference with clear decision trees and concrete engine-specific guidance, succeeding on conciseness, workflow clarity, and progressive disclosure. Its main weakness is actionability, where some solutions remain high-level reminders rather than concrete, executable steps.

Suggestions

Make the 'Common Bottlenecks' solutions more concrete and actionable, e.g. 'Batch draw calls via dynamic batching and texture atlases; pool frequently-spawned objects instead of instantiating them at runtime.'

Add a short concrete example of the action-input abstraction pattern (e.g. a tiny mapping table or snippet) so the controller guidance is copy-paste ready.

Tie the platform-feature tables to concrete next steps (e.g. where to start Steamworks integration per engine) to lift the guidance from reminders to executable direction.

DimensionReasoningScore

Conciseness

The body is lean throughout — decision trees, comparison tables, and terse bullet points with no padded prose or explanations of concepts Claude already knows, matching the anchor for lean, efficient content where every token earns its place.

3 / 3

Actionability

The guidance names concrete tools and features (Profiler Window, Unreal Insights, DOTS, Addressables, Nanite/Lumen) and gives clear dos/don'ts, but many entries such as 'Batching, atlases' and 'Object pooling' are high-level reminders rather than specific executable steps, keeping it below the fully copy-paste-ready anchor.

2 / 3

Workflow Clarity

The engine-selection decision tree is a clearly sequenced decision process with explicit branching, and the content is organized into well-ordered numbered sections; there are no destructive or batch operations that would require validation checkpoints, so the clear sequencing matches the top anchor for this skill type.

3 / 3

Progressive Disclosure

The skill is a self-contained, well-organized overview split into clear numbered sections with no content that needs to be separated into referenced files, so the appropriate single-level structure and easy navigation match the top anchor.

3 / 3

Total

11

/

12

Passed

Description

50%

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 clear and reasonably specific about its domain and sub-topics, but it lacks an explicit 'Use when...' trigger clause and omits common natural keywords like specific engine names, which caps several dimensions at 2.

Suggestions

Add an explicit trigger clause such as 'Use when developing PC or console games, choosing a game engine, or planning platform features and performance optimization.'

Include common natural terms users would actually say, e.g. Unity, Unreal, Godot, Steam, and 'game dev', to improve trigger term coverage.

Reframe the listed items as concrete actions (e.g. 'selecting an engine', 'integrating Steam features', 'optimizing performance') rather than abstract categories.

DimensionReasoningScore

Specificity

Names the domain ('PC and console game development principles') and several sub-topics ('Engine selection, platform features, optimization strategies'), but these are categories rather than multiple concrete actions, matching the anchor that names a domain and some actions without being comprehensive.

2 / 3

Completeness

It states what the skill covers but provides no explicit 'Use when...' trigger clause, so per the judging guidelines completeness is capped at 2 (has what, when is missing or only implied).

2 / 3

Trigger Term Quality

Terms like 'game development', 'engine selection', and 'platform features' are reasonably natural, but common variations a user might say (e.g. 'Unity', 'Unreal', 'Godot', 'Steam', 'game dev') are missing, fitting the anchor for some relevant keywords but missing common variations.

2 / 3

Distinctiveness Conflict Risk

The 'PC and console game development' niche is reasonably distinct from generic programming skills, but the lack of explicit triggers and somewhat broad framing means it could still overlap with a generic game-development skill, matching the 'somewhat specific but could still overlap' anchor.

2 / 3

Total

8

/

12

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.

Validation15 / 16 Passed

Validation for skill structure

CriteriaDescriptionResult

allowed_tools_field

'allowed-tools' contains unusual tool name(s)

Warning

Total

15

/

16

Passed

Repository
vudovn/ag-kit
Reviewed

Table of Contents

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