SkillAtlasSkill 详情

game-developer

Then, install the skills:

审核状态:已审核Quality 80Security 70

复制安装命令

用 Codex 或 Claude 安装复制这段 Prompt,粘贴到 Codex、Claude 或其他助手里,让它先审查 Skill 页面再帮你安装。

复制前请先查看来源、License 和安全提示。

项目 README

来源文件:README.md

抓取于 2026年8月1日

Jeffallan%2Fclaude-skills | Trendshift Mentioned in Awesome Claude Code

Version License Claude Code Stars CI


Quick Start

/plugin marketplace add jeffallan/claude-skills

Then, install the skills:

/plugin install fullstack-dev-skills@jeffallan

For all installation methods and first steps, see the Quick Start Guide.

Full documentation: jeffallan.github.io/claude-skills

Skills

66 specialized skills across 12 categories covering languages, backend/frontend frameworks, infrastructure, APIs, testing, DevOps, security, data/ML, and platform specialists.

See Skills Guide for the full list, decision trees, and workflow combinations.

Usage Patterns

Context-Aware Activation

Skills activate automatically based on your request:

# Backend Development
"Implement JWT authentication in my NestJS API"
→ Activates: NestJS Expert → Loads: references/authentication.md

# Frontend Development
"Build a React component with Server Components"
→ Activates: React Expert → Loads: references/server-components.md

Multi-Skill Workflows

Complex tasks combine multiple skills:

Feature Development: Feature Forge → Architecture Designer → Fullstack Guardian → Test Master → DevOps Engineer
Bug Investigation:   Debugging Wizard → Framework Expert → Test Master → Code Reviewer
Security Hardening:  Secure Code Guardian → Security Reviewer → Test Master

Context Engineering

Surface and validate Claude's hidden assumptions about your project with /common-ground. See the Common Ground Guide for full documentation.

Project Workflow

The 9 workflow commands manage epics from discovery through retrospectives, integrating with Jira and Confluence. See Workflow Commands Reference for the full command reference and lifecycle diagrams.

[!TIP] Setup: Workflow commands require an Atlassian MCP server. See the Atlassian MCP Setup Guide.

Documentation

Contributing

See Contributing for guidelines on adding skills, writing references, and submitting pull requests.

Changelog

See Changelog for full version history and release notes.

License

MIT License - See LICENSE file for details.

Support

Author

Built by jeffallan LinkedIn

Principal Consultant at Synergetic Solutions LinkedIn

Fullstack engineering, security engineering, compliance, and technical due diligence.

Community

Stargazers repo roster for @Jeffallan/claude-skills

Star History

Star History Chart


Built for Claude Code | 9 Workflows | 366 Reference Files | 66 Skills

开发与工程

高风险

  • 来源需自行核对维护者身份。
  • 未检测到明显脚本安装指令。
  • 未检测到明显外部权限要求。
  • 存在潜在风险命令,请谨慎安装。
  • 扫描发现:2 条。

Codex — Git Clone 安装

  1. 安装前请先查看来源仓库和风险报告。
  2. 克隆仓库:git clone https://github.com/Jeffallan/claude-skills.git
  3. 将 "skills/game-developer" 文件夹复制到 Codex 的 skills 目录中。
  4. 重启 Codex 让新的 skill 生效。

Codex — 手动复制安装

  1. 安装前请先查看来源仓库和风险报告。
  2. 从源仓库下载 SKILL.md 及相关文件。
  3. 在 Codex 的 skills 目录中创建新文件夹。
  4. 将所有 skill 文件复制到新文件夹中。
  5. 重启 Codex 让新的 skill 生效。

Claude Code — Git Clone 安装

  1. 安装前请先查看来源仓库和风险报告。
  2. 克隆仓库:git clone https://github.com/Jeffallan/claude-skills.git
  3. 将 "skills/game-developer" 文件夹复制到 Claude Code 的 skills 目录中。
  4. 重启 Claude Code 让新的 skill 生效。

Claude Code — 手动复制安装

  1. 安装前请先查看来源仓库和风险报告。
  2. 从源仓库下载 SKILL.md 及相关文件。
  3. 在 Claude Code 的 skills 目录中创建新文件夹。
  4. 将所有 skill 文件复制到新文件夹中。
  5. 重启 Claude Code 让新的 skill 生效。

Cursor — Git Clone 安装

  1. 安装前请先查看来源仓库和风险报告。
  2. 克隆仓库:git clone https://github.com/Jeffallan/claude-skills.git
  3. 将 "skills/game-developer" 文件夹复制到 Cursor 的 skills 目录中。
  4. 重启 Cursor 让新的 skill 生效。

Cursor — 手动复制安装

  1. 安装前请先查看来源仓库和风险报告。
  2. 从源仓库下载 SKILL.md 及相关文件。
  3. 在 Cursor 的 skills 目录中创建新文件夹。
  4. 将所有 skill 文件复制到新文件夹中。
  5. 重启 Cursor 让新的 skill 生效。

GitHub Copilot — Git Clone 安装

  1. 安装前请先查看来源仓库和风险报告。
  2. 克隆仓库:git clone https://github.com/Jeffallan/claude-skills.git
  3. 将 "skills/game-developer" 文件夹复制到 GitHub Copilot 的 skills 目录中。
  4. 重启 GitHub Copilot 让新的 skill 生效。

GitHub Copilot — 手动复制安装

  1. 安装前请先查看来源仓库和风险报告。
  2. 从源仓库下载 SKILL.md 及相关文件。
  3. 在 GitHub Copilot 的 skills 目录中创建新文件夹。
  4. 将所有 skill 文件复制到新文件夹中。
  5. 重启 GitHub Copilot 让新的 skill 生效。

Windsurf — Git Clone 安装

  1. 安装前请先查看来源仓库和风险报告。
  2. 克隆仓库:git clone https://github.com/Jeffallan/claude-skills.git
  3. 将 "skills/game-developer" 文件夹复制到 Windsurf 的 skills 目录中。
  4. 重启 Windsurf 让新的 skill 生效。

Windsurf — 手动复制安装

  1. 安装前请先查看来源仓库和风险报告。
  2. 从源仓库下载 SKILL.md 及相关文件。
  3. 在 Windsurf 的 skills 目录中创建新文件夹。
  4. 将所有 skill 文件复制到新文件夹中。
  5. 重启 Windsurf 让新的 skill 生效。
查看 SKILL.md 原文
name: game-developer
description: "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."
license: MIT
metadata:
  author: https://github.com/Jeffallan
  version: "1.1.0"
  domain: specialized
  triggers: Unity, Unreal Engine, game development, ECS architecture, game physics, multiplayer networking, game optimization, shader programming, game AI
  role: specialist
  scope: implementation
  output-format: code
  related-skills:

Game Developer

Core Workflow

  1. Analyze requirements — Identify genre, platforms, performance targets, multiplayer needs
  2. Design architecture — Plan ECS/component systems, optimize for target platforms
  3. Implement — Build core mechanics, graphics, physics, AI, networking
  4. Optimize — Profile and optimize for 60+ FPS, minimize memory/battery usage
    • ✅ Validation checkpoint: Run Unity Profiler or Unreal Insights; verify frame time ≤16 ms (60 FPS) before proceeding. Identify and resolve CPU/GPU bottlenecks iteratively.
  5. Test — Cross-platform testing, performance validation, multiplayer stress tests
    • ✅ Validation checkpoint: Confirm stable frame rate under stress load; run multiplayer latency/desync tests before shipping.

Reference Guide

Load detailed guidance based on context:

TopicReferenceLoad When
Unity Developmentreferences/unity-patterns.mdUnity C#, MonoBehaviour, Scriptable Objects
Unreal Developmentreferences/unreal-cpp.mdUnreal C++, Blueprints, Actor components
ECS & Patternsreferences/ecs-patterns.mdEntity Component System, game patterns
Performancereferences/performance-optimization.mdFPS optimization, profiling, memory
Networkingreferences/multiplayer-networking.mdMultiplayer, client-server, lag compensation

Constraints

MUST DO

  • Target 60+ FPS on all platforms
  • Use object pooling for frequent instantiation
  • Implement LOD systems for optimization
  • Profile performance regularly (CPU, GPU, memory)
  • Use async loading for resources
  • Implement proper state machines for game logic
  • Cache component references (avoid GetComponent in Update)
  • Use delta time for frame-independent movement

MUST NOT DO

  • Instantiate/Destroy in tight loops or Update()
  • Skip profiling and performance testing
  • Use string comparisons for tags (use CompareTag)
  • Allocate memory in Update/FixedUpdate loops
  • Ignore platform-specific constraints (mobile, console)
  • Use Find methods in Update loops
  • Hardcode game values (use ScriptableObjects/data files)

Output Templates

When implementing game features, provide:

  1. Core system implementation (ECS component, MonoBehaviour, or Actor)
  2. Associated data structures (ScriptableObjects, structs, configs)
  3. Performance considerations and optimizations
  4. Brief explanation of architecture decisions

Key Code Patterns

Object Pooling (Unity C#)

public class ObjectPool<T> where T : Component
{
    private readonly Queue<T> _pool = new();
    private readonly T _prefab;
    private readonly Transform _parent;

    public ObjectPool(T prefab, int initialSize, Transform parent = null)
    {
        _prefab = prefab;
        _parent = parent;
        for (int i = 0; i < initialSize; i++)
            Release(Create());
    }

    public T Get()
    {
        T obj = _pool.Count > 0 ? _pool.Dequeue() : Create();
        obj.gameObject.SetActive(true);
        return obj;
    }

    public void Release(T obj)
    {
        obj.gameObject.SetActive(false);
        _pool.Enqueue(obj);
    }

    private T Create() => Object.Instantiate(_prefab, _parent);
}

Component Caching (Unity C#)

public class PlayerController : MonoBehaviour
{
    // Cache all component references in Awake — never call GetComponent in Update
    private Rigidbody _rb;
    private Animator _animator;
    private PlayerInput _input;

    private void Awake()
    {
        _rb = GetComponent<Rigidbody>();
        _animator = GetComponent<Animator>();
        _input = GetComponent<PlayerInput>();
    }

    private void FixedUpdate()
    {
        // Use cached references; use deltaTime for frame-independence
        Vector3 move = _input.MoveDirection * (speed * Time.fixedDeltaTime);
        _rb.MovePosition(_rb.position + move);
    }
}

State Machine (Unity C#)

public abstract class State
{
    public abstract void Enter();
    public abstract void Tick(float deltaTime);
    public abstract void Exit();
}

public class StateMachine
{
    private State _current;

    public void TransitionTo(State next)
    {
        _current?.Exit();
        _current = next;
        _current.Enter();
    }

    public void Tick(float deltaTime) => _current?.Tick(deltaTime);
}

// Usage example
public class IdleState : State
{
    private readonly Animator _animator;
    public IdleState(Animator animator) => _animator = animator;
    public override void Enter() => _animator.SetTrigger("Idle");
    public override void Tick(float deltaTime) { /* poll transitions */ }
    public override void Exit() { }
}

Documentation

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