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pc-games

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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.

Source

git clone https://github.com/vudovn/antigravity-kit/blob/main/.agent/skills/game-development/pc-games/SKILL.mdView on GitHub

Overview

Learn how to select the right engine for PC and console titles, and how to apply platform features and optimization strategies. This skill collates engine selection, platform certification, input, and profiling practices to help you ship performant games.

How This Skill Works

The skill guides you through engine selection using a decision tree and comparison factors, then applies platform features, controller input, and haptics planning. It also emphasizes profiling and solving performance bottlenecks with engine-specific tools like Unity, Godot, and Unreal.

When to Use It

  • Starting a new PC/console project and need engine direction
  • Deciding between 2D vs 3D and cross-platform goals
  • Preparing for console certification and platform guidelines
  • Identifying and solving performance bottlenecks during prototyping
  • Implementing robust input, actions mapping, and adaptive haptics early

Quick Start

  1. Step 1: Define target platforms and game type (2D or 3D).
  2. Step 2: Run the Engine Selection Decision Tree to pick Unity, Godot, or Unreal.
  3. Step 3: Outline input mapping, haptics plan, and a basic profiling schedule; start your first build.

Best Practices

  • Profile early and often using the engine's profiling tools
  • Map actions, not buttons, to support cross-platform input
  • Prioritize draw call reduction with batching and texture atlases
  • Minimize GC spikes with object pooling and memory-friendly patterns
  • Follow platform guidelines and complete certification requirements early

Example Use Cases

  • Indie 2D project using Godot 4 for rapid iteration
  • Cross-platform 3D title using Unity with DOTS and Addressables
  • AAA game leveraging Unreal 5 with Nanite and Lumen
  • Steam-integrated title featuring achievements, cloud saves and rich presence
  • Console-ready game prepared for TRC/Lotcheck certification

Frequently Asked Questions

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