PC and console game development principles. Engine selection, platform features, optimization strategies.
Engine selection and platform-specific principles.
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
| 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 |
| Feature | Purpose | |---------|---------| | Achievements | Player goals | | Cloud Saves | Cross-device progress | | Leaderboards | Competition | | Workshop | User mods | | Rich Presence | Show in-game status |
| Platform | Certification | |----------|--------------| | PlayStation | TRC compliance | | Xbox | XR compliance | | Nintendo | Lotcheck |
Map ACTIONS, not buttons:
- "confirm" → A (Xbox), Cross (PS), B (Nintendo)
- "cancel" → B (Xbox), Circle (PS), A (Nintendo)
| Intensity | Use | |-----------|-----| | Light | UI feedback | | Medium | Impacts | | Heavy | Major events |
| Engine | Tool | |--------|------| | Unity | Profiler Window | | Godot | Debugger → Profiler | | Unreal | Unreal Insights |
| Bottleneck | Solution | |------------|----------| | Draw calls | Batching, atlases | | GC spikes | Object pooling | | Physics | Simpler colliders | | Shaders | LOD shaders |
| ❌ 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.
Copy a source-pinned command for your client. You run it yourself.
Destination: .claude/skills/pc-games · pinned to the source commit
# Run from your project root
git clone https://github.com/davila7/claude-code-templates.git .skillboard-tmp
git -C .skillboard-tmp checkout 5cc17cf267132cc690dee82239b80a99ec82e4f8
mkdir -p ".claude/skills"
cp -r ".skillboard-tmp/cli-tool/components/skills/creative-design/game-development/pc-games" ".claude/skills/"
rm -rf .skillboard-tmpReview the source before running. This copies files into your project; it is not a one-click install and does not verify runtime safety.
sudo apt update && sudo apt install -y gitnpm install -g @anthropic-ai/claude-code# Run from your project root
git clone https://github.com/davila7/claude-code-templates.git .skillboard-tmp
git -C .skillboard-tmp checkout 5cc17cf267132cc690dee82239b80a99ec82e4f8
mkdir -p ".claude/skills"
cp -r ".skillboard-tmp/cli-tool/components/skills/creative-design/game-development/pc-games" ".claude/skills/"
rm -rf .skillboard-tmpDestination: .claude/skills/pc-games
Scanner static-checks@0.1.0 · commit 5cc17cf26713. Static checks cannot prove runtime safety – review the source and the exact diff before installing. How checks work.
No static rules matched. This is not a safety guarantee.