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pc-games

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

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Download vodailocz-kilo-kit-mcp-skills_games_pc-games-0448e6c.zip · 1 KB
Part of vodailocz/kilo-kit-mcp — 142 skills

Install

skills CLI npx skills add https://github.com/VoDaiLocz/kilo-kit-mcp/tree/main/skills/games/pc-games
Claude Code claude plugin marketplace add https://llmmart.ai/marketplace.json && claude plugin install vodailocz-kilo-kit-mcp@llmmart
Git git clone https://github.com/VoDaiLocz/kilo-kit-mcp.git

The skills CLI installs just this skill, for any of its supported agents. Claude Code installs the whole vodailocz/kilo-kit-mcp collection as a plugin from our marketplace. Git is the plain clone.

Skill manifest

PC/Console Game Development

Engine selection and platform-specific principles.


1. Engine Selection

Decision Tree

What are you building?
│
├── 2D Game
│   ├── Open source important? → Godot
│   └── Large team/assets? → Unity
│
├── 3D Game
│   ├── AAA visual quality? → Unreal
│   ├── Cross-platform priority? → Unity
│   └── Indie/open source? → Godot 4
│
└── Specific Needs
    ├── DOTS performance? → Unity
    ├── Nanite/Lumen? → Unreal
    └── Lightweight? → Godot

Comparison

Factor Unity 6 Godot 4 Unreal 5
2D Good Excellent Limited
3D Good Good Excellent
Learning Medium Easy Hard
Cost Revenue share Free 5% after $1M
Team Any Solo-Medium Medium-Large

2. Platform Features

Steam Integration

Feature Purpose
Achievements Player goals
Cloud Saves Cross-device progress
Leaderboards Competition
Workshop User mods
Rich Presence Show in-game status

Console Requirements

Platform Certification
PlayStation TRC compliance
Xbox XR compliance
Nintendo Lotcheck

3. Controller Support

Input Abstraction

Map ACTIONS, not buttons:
- "confirm" → A (Xbox), Cross (PS), B (Nintendo)
- "cancel" → B (Xbox), Circle (PS), A (Nintendo)

Haptic Feedback

Intensity Use
Light UI feedback
Medium Impacts
Heavy Major events

4. Performance Optimization

Profiling First

Engine Tool
Unity Profiler Window
Godot Debugger → Profiler
Unreal Unreal Insights

Common Bottlenecks

Bottleneck Solution
Draw calls Batching, atlases
GC spikes Object pooling
Physics Simpler colliders
Shaders LOD shaders

5. Engine-Specific Principles

Unity 6

  • DOTS for performance-critical systems
  • Burst compiler for hot paths
  • Addressables for asset streaming

Godot 4

  • GDScript for rapid iteration
  • C# for complex logic
  • Signals for decoupling

Unreal 5

  • Blueprint for designers
  • C++ for performance
  • Nanite for high-poly environments
  • Lumen for dynamic lighting

6. Anti-Patterns

❌ Don't ✅ Do
Choose engine by hype Choose by project needs
Ignore platform guidelines Study certification requirements
Hardcode input buttons Abstract to actions
Skip profiling Profile early and often

Remember: Engine is a tool. Master the principles, then adapt to any engine.

Files (kilo-kit-mcp)
  • SKILL.md 2.9 KB
    ---
    name: pc-games
    description: PC and console game development principles. Engine selection, platform features, optimization strategies.
    allowed-tools: Read, Write, Edit, Glob, Grep
    ---
    
    # PC/Console Game Development
    
    > Engine selection and platform-specific principles.
    
    ---
    
    ## 1. Engine Selection
    
    ### Decision Tree
    
    ```
    What are you building?
    │
    ├── 2D Game
    │   ├── Open source important? → Godot
    │   └── Large team/assets? → Unity
    │
    ├── 3D Game
    │   ├── AAA visual quality? → Unreal
    │   ├── Cross-platform priority? → Unity
    │   └── Indie/open source? → Godot 4
    │
    └── Specific Needs
        ├── DOTS performance? → Unity
        ├── Nanite/Lumen? → Unreal
        └── Lightweight? → Godot
    ```
    
    ### Comparison
    
    | Factor | Unity 6 | Godot 4 | Unreal 5 |
    |--------|---------|---------|----------|
    | 2D | Good | Excellent | Limited |
    | 3D | Good | Good | Excellent |
    | Learning | Medium | Easy | Hard |
    | Cost | Revenue share | Free | 5% after $1M |
    | Team | Any | Solo-Medium | Medium-Large |
    
    ---
    
    ## 2. Platform Features
    
    ### Steam Integration
    
    | Feature | Purpose |
    |---------|---------|
    | Achievements | Player goals |
    | Cloud Saves | Cross-device progress |
    | Leaderboards | Competition |
    | Workshop | User mods |
    | Rich Presence | Show in-game status |
    
    ### Console Requirements
    
    | Platform | Certification |
    |----------|--------------|
    | PlayStation | TRC compliance |
    | Xbox | XR compliance |
    | Nintendo | Lotcheck |
    
    ---
    
    ## 3. Controller Support
    
    ### Input Abstraction
    
    ```
    Map ACTIONS, not buttons:
    - "confirm" → A (Xbox), Cross (PS), B (Nintendo)
    - "cancel" → B (Xbox), Circle (PS), A (Nintendo)
    ```
    
    ### Haptic Feedback
    
    | Intensity | Use |
    |-----------|-----|
    | Light | UI feedback |
    | Medium | Impacts |
    | Heavy | Major events |
    
    ---
    
    ## 4. Performance Optimization
    
    ### Profiling First
    
    | Engine | Tool |
    |--------|------|
    | Unity | Profiler Window |
    | Godot | Debugger → Profiler |
    | Unreal | Unreal Insights |
    
    ### Common Bottlenecks
    
    | Bottleneck | Solution |
    |------------|----------|
    | Draw calls | Batching, atlases |
    | GC spikes | Object pooling |
    | Physics | Simpler colliders |
    | Shaders | LOD shaders |
    
    ---
    
    ## 5. Engine-Specific Principles
    
    ### Unity 6
    
    - DOTS for performance-critical systems
    - Burst compiler for hot paths
    - Addressables for asset streaming
    
    ### Godot 4
    
    - GDScript for rapid iteration
    - C# for complex logic
    - Signals for decoupling
    
    ### Unreal 5
    
    - Blueprint for designers
    - C++ for performance
    - Nanite for high-poly environments
    - Lumen for dynamic lighting
    
    ---
    
    ## 6. Anti-Patterns
    
    | ❌ Don't | ✅ Do |
    |----------|-------|
    | Choose engine by hype | Choose by project needs |
    | Ignore platform guidelines | Study certification requirements |
    | Hardcode input buttons | Abstract to actions |
    | Skip profiling | Profile early and often |
    
    ---
    
    > **Remember:** Engine is a tool. Master the principles, then adapt to any engine.
    

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