From gamedev-core
Engine-agnostic game systems guidance. Use when designing game architecture, applying ECS patterns, configuring physics and collision, setting up multiplayer networking with lag compensation, optimizing frame rates to 60+ FPS targets, or applying game design patterns such as object pooling and state machines. For engine-specific work, defer to the dedicated engine plugins (gamedev-unity, gamedev-threejs, gamedev-godot). Trigger keywords: game architecture, ECS architecture, game physics, multiplayer networking, game optimization, game AI, game design patterns.
How this skill is triggered — by the user, by Claude, or both
Slash command
/gamedev-core:game-developerThe summary Claude sees in its skill listing — used to decide when to auto-load this skill
1. **Analyze requirements** — Identify genre, platforms, performance targets, multiplayer needs
Load detailed guidance based on context:
| Topic | Reference | Load When |
|---|---|---|
| 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 |
For engine-specific implementation (Unity, Three.js, Godot), use the dedicated engine plugin's skills instead.
When implementing game features, provide:
npx claudepluginhub bernatmv/ai-rules --plugin gamedev-coreGuides completion of development work by verifying tests, detecting environment, and presenting structured options for merge, PR, or cleanup.
Enforces test-driven development: write failing test first, then minimal code to pass. Use when implementing features or bugfixes.
Guides creation and editing of skills using test-driven development with pressure scenarios and subagents to verify agent compliance.