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Skill
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
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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