pc-games
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SKILL.md
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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
| 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.
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
- Step 1: Define target platforms and game type (2D or 3D).
- Step 2: Run the Engine Selection Decision Tree to pick Unity, Godot, or Unreal.
- 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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