pc-games

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

$ 安裝

git clone https://github.com/xenitV1/claude-code-maestro /tmp/claude-code-maestro && cp -r /tmp/claude-code-maestro/skills/game-development/pc-games ~/.claude/skills/claude-code-maestro

// tip: Run this command in your terminal to install the skill


name: pc-games description: PC and console game development principles. Engine selection, platform features, optimization strategies.

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

FactorUnity 6Godot 4Unreal 5
2DGoodExcellentLimited
3DGoodGoodExcellent
LearningMediumEasyHard
CostRevenue shareFree5% after $1M
TeamAnySolo-MediumMedium-Large

2. Platform Features

Steam Integration

FeaturePurpose
AchievementsPlayer goals
Cloud SavesCross-device progress
LeaderboardsCompetition
WorkshopUser mods
Rich PresenceShow in-game status

Console Requirements

PlatformCertification
PlayStationTRC compliance
XboxXR compliance
NintendoLotcheck

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

IntensityUse
LightUI feedback
MediumImpacts
HeavyMajor events

4. Performance Optimization

Profiling First

EngineTool
UnityProfiler Window
GodotDebugger → Profiler
UnrealUnreal Insights

Common Bottlenecks

BottleneckSolution
Draw callsBatching, atlases
GC spikesObject pooling
PhysicsSimpler colliders
ShadersLOD 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 hypeChoose by project needs
Ignore platform guidelinesStudy certification requirements
Hardcode input buttonsAbstract to actions
Skip profilingProfile early and often

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