Game Developer
Use when building game systems, implementing Unity/Unreal Engine features, or optimizing game performance.
Before & after
Same prompt, same agent — the only difference is the skill.
A health bar should work fine for a platformer. You could display it with a green bar that drains when the player takes damage, maybe with some red behind it showing the max health. You might want to animate it shrinking when damage happens. There are different ways to handle this depending on your engine and the look you're going for. Do you want it to show actual numbers or just a visual bar? And should it regenerate health automatically, or only through pickups? Let me know what engine you're using and I can give you more specific ideas.
HEALTH BAR ARCHITECTURE (ECS pattern recommended) COMPONENT HIERARCHY • HealthDisplay (transform, world position relative to character) ├ BarBackground (red, full width 120px × 12px) ├ BarFill (green, width = health/maxHealth percentage) └ DamageFlash (white overlay, 0.3s duration on damage event) STATE MACHINE • Idle (bar opaque, stationary) • TakingDamage (bar flashes white 4 frames, float upward 1sec) • Regenerating (bar tints blue 0.5s, then fade) PERFORMANCE OPTIMIZATION • Pool damage floaters (UI text) in groups of 8; reuse instead of destroy • Use screen space overlay (canvas) not world space (cheaper to render 1000+ UI elements) • Cached shader for damage tint (avoid material duplication per bar) PHYSICS INTEGRATION • Health bar stays 1.5 units above character head (world space) • Detect knockback force; tilt bar ±15 degrees to show impact direction • Don't re-parent bar each frame (expensive); use OnPreRender callback EDGE CASES • Boss health (need 2x width bar, larger font for damage numbers) • Poison damage over time (bar color shift green → purple over 8 seconds) • One-hit KO (bar disappear if damage > health; show skull icon instead)
About this skill
name: game-developer description: Use when Use when building game systems, implementing Unity/Unreal Engine features, or optimizing game performance.
Game Developer
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.
What you get
- Public GitHub repo
- the skills/game-developer folder with SKILL.md and references.
Customize your output
- Fork the repo and extend the skill's reference files for your own stack conventions.
Example output
Activates on a matching request (e.g. building or reviewing Game Developer code) and can chain with other skills in the pack.
Best for
Full-stack developers and engineering teams using Claude Code.
SKILL.md preview
---
name: game-developer
description: Use this skill when building game systems, implementing Unity or Unreal Engine features, or optimizing game performance.
version: 1.0.0
category: Development / Engineering
author: AgentVolt
license: proprietary
tags:
- development
- engineering
---
# Game Developer
Implements game systems and engine features — ECS architecture, physics, networking, shaders — and optimizes performance to hit frame-rate targets.
## When to use
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