game-developer
An agent skill by Jeffallan, from Jeffallan/claude-skills. Tags: animation, automation, design, developer-tools, performance, video.
What it does
Use when building game systems, implementing Unity/Unreal Engine features, or optimizing game performance. Invoke to implement ECS architecture, configure physics systems and colliders, set up multiplayer networking with lag compensation, optimize frame rates to 60+ FPS targets, develop shaders, or apply game design patterns such as object pooling and state machines. Trigger keywords: Unity, Unreal Engine, game development, ECS architecture, game physics, multiplayer networking, game optimization, shader programming, game AI.
Install
With the skills CLI, which installs into Claude Code, Codex, Cursor and other agents:
npx skills add Jeffallan/claude-skills --skill game-developer
Or copy the skill folder into Claude Code's skills directory by hand (~/.claude/skills for every project, or .claude/skills inside one):
git clone --depth 1 https://github.com/Jeffallan/claude-skills
cp -r claude-skills/skills/game-developer ~/.claude/skills/game-developer
Safety box score
Grade B, low risk: 18 of 100 risk points, rated 2026-10-20. The grade rates what the skill and its scripts can reach on the machine of whoever installs it, across eight categories from shell execution to secrets access. How the score works.
This skill is a plain-text game-development guide with Unity/Unreal code patterns, performance advice, and multiplayer networking examples. It does not ship installers or shell scripts, but it can lead an agent to generate executable game code that sends gameplay data over the network and edits project assets/settings inside a game repo.
| Category | Level | Why |
|---|---|---|
| Code & shell execution | 1 (low) | The files contain many executable C# and C++ code templates (for example `MonoBehaviour`, `AActor`, and `LoadSceneAsync`), but no shell scripts or native binaries are shipped. |
| Network access | 2 (moderate) | `references/multiplayer-networking.md` explicitly covers client-server sync, broadcasts, serialization, prediction, and lag compensation, so using the skill can produce code that sends gameplay state to remote peers. |
| Filesystem reach | 1 (low) | The guidance writes and changes game-project assets and editor settings such as `ScriptableObject`, `UDataAsset`, `Resources.LoadAsync`, and Unity project configuration, but nothing indicates access outside the project tree. |
| Secrets & credentials | 0 (none) | There is no code or instruction to read keychains, `.env` files, tokens, browser sessions, or other credential stores. |
| Privilege & persistence | 0 (none) | The skill does not mention sudo, global installs, services, scheduled tasks, or OS/shell configuration changes. |
| Instruction hijack surface | 0 (none) | I found no prompt-injection tactics such as hidden instructions, remote-content-following, or commands to ignore safeguards. |
| Irreversible actions | 1 (low) | The networking examples include actions like `BroadcastPlayerState(player);` and `SendMessage(recipientId, message);`, but these are in-game network operations, not external actions on the user's behalf. |
| Transparency | 0 (none) | All provided files are readable markdown; there are no binaries, base64 blobs, or downloaded installers. |
Before installing
- Read `references/multiplayer-networking.md` if you do not want the agent generating code that sends gameplay state over the network.
- Verify you are comfortable with the skill producing Unity/Unreal code that edits project assets and settings, not just prose guidance.
- If you use it on a repo with online features, review any generated authentication, matchmaking, or message-broadcast code before merging.
Rated 2026-10-20 by an automated review of 6 files from the skill's repository.
Source
- Repository
- Jeffallan/claude-skills (all skills from this repository)
- Path
- skills/game-developer/SKILL.md
- Branch
- main
- Updated
- 2026-09-19
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