game-development

Deefunxion's avatarfrom Deefunxion

Game development with Unity, Unreal Engine, and Godot. Use when building games, implementing game mechanics, physics, AI, or working with game engines.

0stars🔀0forks📁View on GitHub🕐Updated Jan 10, 2026

When & Why to Use This Skill

This Claude skill serves as a comprehensive technical foundation for game development across Unity, Unreal Engine, and Godot. It provides production-ready architectural patterns, including State Machines, Entity Component Systems (ECS), and Object Pooling, alongside engine-specific implementations in C#, C++, and GDScript. Designed to streamline the transition from concept to deployment, it covers everything from project structure and player mechanics to advanced performance optimization and release checklists.

Use Cases

  • Implementing cross-platform player controllers and input systems for 2D and 3D environments.
  • Designing modular AI behaviors using robust State Machine architectures for complex NPC logic.
  • Optimizing game performance through advanced techniques like Spatial Partitioning (QuadTrees), LOD management, and Object Pooling.
  • Architecting scalable game systems using Entity Component Systems (ECS) and Event-driven communication patterns.
  • Developing persistent game states with serialized Save Systems and managing project lifecycles with professional pre-production and release checklists.
namegame-development
descriptionGame development with Unity, Unreal Engine, and Godot. Use when building games, implementing game mechanics, physics, AI, or working with game engines.

Game Development

Comprehensive guide for building games across major engines and platforms.

Engine Comparison

Engine Language Best For Platforms
Unity C# Mobile, indie, VR/AR All
Unreal C++, Blueprints AAA, realistic graphics All
Godot GDScript, C# 2D, indie, open source All

Unity (C#)

Project Structure

Assets/
├── Scripts/
│   ├── Player/
│   │   ├── PlayerController.cs
│   │   └── PlayerInput.cs
│   ├── Enemies/
│   ├── Systems/
│   └── Utils/
├── Prefabs/
├── Scenes/
├── Materials/
├── Animations/
└── Resources/

Player Controller

using UnityEngine;
using UnityEngine.InputSystem;

[RequireComponent(typeof(CharacterController))]
public class PlayerController : MonoBehaviour
{
    [Header("Movement")]
    [SerializeField] private float moveSpeed = 5f;
    [SerializeField] private float sprintMultiplier = 1.5f;
    [SerializeField] private float jumpHeight = 2f;
    [SerializeField] private float gravity = -9.81f;

    [Header("Look")]
    [SerializeField] private float lookSensitivity = 2f;
    [SerializeField] private float maxLookAngle = 80f;

    private CharacterController _controller;
    private Vector2 _moveInput;
    private Vector2 _lookInput;
    private Vector3 _velocity;
    private float _xRotation;
    private bool _isSprinting;

    private void Awake()
    {
        _controller = GetComponent<CharacterController>();
        Cursor.lockState = CursorLockMode.Locked;
    }

    private void Update()
    {
        HandleMovement();
        HandleLook();
        ApplyGravity();
    }

    private void HandleMovement()
    {
        float speed = _isSprinting ? moveSpeed * sprintMultiplier : moveSpeed;
        Vector3 move = transform.right * _moveInput.x + transform.forward * _moveInput.y;
        _controller.Move(move * speed * Time.deltaTime);
    }

    private void HandleLook()
    {
        float mouseX = _lookInput.x * lookSensitivity * Time.deltaTime;
        float mouseY = _lookInput.y * lookSensitivity * Time.deltaTime;

        _xRotation -= mouseY;
        _xRotation = Mathf.Clamp(_xRotation, -maxLookAngle, maxLookAngle);

        Camera.main.transform.localRotation = Quaternion.Euler(_xRotation, 0f, 0f);
        transform.Rotate(Vector3.up * mouseX);
    }

    private void ApplyGravity()
    {
        if (_controller.isGrounded && _velocity.y < 0)
        {
            _velocity.y = -2f;
        }

        _velocity.y += gravity * Time.deltaTime;
        _controller.Move(_velocity * Time.deltaTime);
    }

    // Input System callbacks
    public void OnMove(InputAction.CallbackContext context) =>
        _moveInput = context.ReadValue<Vector2>();

    public void OnLook(InputAction.CallbackContext context) =>
        _lookInput = context.ReadValue<Vector2>();

    public void OnJump(InputAction.CallbackContext context)
    {
        if (context.performed && _controller.isGrounded)
        {
            _velocity.y = Mathf.Sqrt(jumpHeight * -2f * gravity);
        }
    }

    public void OnSprint(InputAction.CallbackContext context) =>
        _isSprinting = context.performed;
}

State Machine

public interface IState
{
    void Enter();
    void Update();
    void Exit();
}

public class StateMachine
{
    private IState _currentState;

    public void ChangeState(IState newState)
    {
        _currentState?.Exit();
        _currentState = newState;
        _currentState.Enter();
    }

    public void Update() => _currentState?.Update();
}

// Example: Enemy AI States
public class IdleState : IState
{
    private readonly EnemyAI _enemy;

    public IdleState(EnemyAI enemy) => _enemy = enemy;

    public void Enter() => _enemy.Animator.SetTrigger("Idle");

    public void Update()
    {
        if (_enemy.CanSeePlayer())
        {
            _enemy.StateMachine.ChangeState(new ChaseState(_enemy));
        }
    }

    public void Exit() { }
}

public class ChaseState : IState
{
    private readonly EnemyAI _enemy;

    public ChaseState(EnemyAI enemy) => _enemy = enemy;

    public void Enter() => _enemy.Animator.SetTrigger("Run");

    public void Update()
    {
        _enemy.NavAgent.SetDestination(_enemy.Player.position);

        if (_enemy.InAttackRange())
        {
            _enemy.StateMachine.ChangeState(new AttackState(_enemy));
        }
        else if (!_enemy.CanSeePlayer())
        {
            _enemy.StateMachine.ChangeState(new IdleState(_enemy));
        }
    }

    public void Exit() { }
}

Object Pooling

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

    public ObjectPool(T prefab, int initialSize, Transform parent = null)
    {
        _prefab = prefab;
        _parent = parent;

        for (int i = 0; i < initialSize; i++)
        {
            CreateInstance();
        }
    }

    public T Get()
    {
        if (_pool.Count == 0) CreateInstance();

        T obj = _pool.Dequeue();
        obj.gameObject.SetActive(true);
        return obj;
    }

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

    private void CreateInstance()
    {
        T obj = Object.Instantiate(_prefab, _parent);
        obj.gameObject.SetActive(false);
        _pool.Enqueue(obj);
    }
}

Unreal Engine (C++)

Actor Component

// PlayerMovementComponent.h
#pragma once

#include "CoreMinimal.h"
#include "Components/ActorComponent.h"
#include "PlayerMovementComponent.generated.h"

UCLASS(ClassGroup=(Custom), meta=(BlueprintSpawnableComponent))
class MYGAME_API UPlayerMovementComponent : public UActorComponent
{
    GENERATED_BODY()

public:
    UPlayerMovementComponent();

    virtual void TickComponent(float DeltaTime, ELevelTick TickType,
        FActorComponentTickFunction* ThisTickFunction) override;

    UFUNCTION(BlueprintCallable, Category = "Movement")
    void Move(FVector2D Input);

    UFUNCTION(BlueprintCallable, Category = "Movement")
    void Jump();

protected:
    virtual void BeginPlay() override;

private:
    UPROPERTY(EditAnywhere, Category = "Movement")
    float MoveSpeed = 600.0f;

    UPROPERTY(EditAnywhere, Category = "Movement")
    float JumpForce = 400.0f;

    UPROPERTY()
    class UCharacterMovementComponent* MovementComponent;
};

// PlayerMovementComponent.cpp
#include "PlayerMovementComponent.h"
#include "GameFramework/CharacterMovementComponent.h"

UPlayerMovementComponent::UPlayerMovementComponent()
{
    PrimaryComponentTick.bCanEverTick = true;
}

void UPlayerMovementComponent::BeginPlay()
{
    Super::BeginPlay();

    if (ACharacter* Owner = Cast<ACharacter>(GetOwner()))
    {
        MovementComponent = Owner->GetCharacterMovement();
    }
}

void UPlayerMovementComponent::Move(FVector2D Input)
{
    if (!MovementComponent) return;

    FVector Forward = GetOwner()->GetActorForwardVector();
    FVector Right = GetOwner()->GetActorRightVector();

    FVector Direction = (Forward * Input.Y + Right * Input.X).GetSafeNormal();
    MovementComponent->AddInputVector(Direction * MoveSpeed);
}

void UPlayerMovementComponent::Jump()
{
    if (ACharacter* Character = Cast<ACharacter>(GetOwner()))
    {
        Character->Jump();
    }
}

Gameplay Ability System (GAS)

// MyGameplayAbility.h
#pragma once

#include "Abilities/GameplayAbility.h"
#include "MyGameplayAbility.generated.h"

UCLASS()
class MYGAME_API UMyGameplayAbility : public UGameplayAbility
{
    GENERATED_BODY()

public:
    UMyGameplayAbility();

    virtual void ActivateAbility(const FGameplayAbilitySpecHandle Handle,
        const FGameplayAbilityActorInfo* ActorInfo,
        const FGameplayAbilityActivationInfo ActivationInfo,
        const FGameplayEventData* TriggerEventData) override;

    virtual void EndAbility(const FGameplayAbilitySpecHandle Handle,
        const FGameplayAbilityActorInfo* ActorInfo,
        const FGameplayAbilityActivationInfo ActivationInfo,
        bool bReplicateEndAbility, bool bWasCancelled) override;

protected:
    UPROPERTY(EditDefaultsOnly, Category = "Ability")
    float Damage = 50.0f;

    UPROPERTY(EditDefaultsOnly, Category = "Ability")
    TSubclassOf<UGameplayEffect> DamageEffect;
};

Godot (GDScript)

Player Controller

extends CharacterBody3D

@export var move_speed: float = 5.0
@export var jump_velocity: float = 4.5
@export var mouse_sensitivity: float = 0.002

var gravity: float = ProjectSettings.get_setting("physics/3d/default_gravity")

@onready var camera: Camera3D = $Camera3D

func _ready() -> void:
    Input.mouse_mode = Input.MOUSE_MODE_CAPTURED

func _input(event: InputEvent) -> void:
    if event is InputEventMouseMotion:
        rotate_y(-event.relative.x * mouse_sensitivity)
        camera.rotate_x(-event.relative.y * mouse_sensitivity)
        camera.rotation.x = clamp(camera.rotation.x, -PI/2, PI/2)

func _physics_process(delta: float) -> void:
    # Gravity
    if not is_on_floor():
        velocity.y -= gravity * delta

    # Jump
    if Input.is_action_just_pressed("jump") and is_on_floor():
        velocity.y = jump_velocity

    # Movement
    var input_dir := Input.get_vector("move_left", "move_right", "move_forward", "move_back")
    var direction := (transform.basis * Vector3(input_dir.x, 0, input_dir.y)).normalized()

    if direction:
        velocity.x = direction.x * move_speed
        velocity.z = direction.z * move_speed
    else:
        velocity.x = move_toward(velocity.x, 0, move_speed)
        velocity.z = move_toward(velocity.z, 0, move_speed)

    move_and_slide()

State Machine (GDScript)

# state_machine.gd
class_name StateMachine
extends Node

@export var initial_state: State

var current_state: State
var states: Dictionary = {}

func _ready() -> void:
    for child in get_children():
        if child is State:
            states[child.name.to_lower()] = child
            child.transitioned.connect(_on_child_transitioned)

    if initial_state:
        initial_state.enter()
        current_state = initial_state

func _process(delta: float) -> void:
    if current_state:
        current_state.update(delta)

func _physics_process(delta: float) -> void:
    if current_state:
        current_state.physics_update(delta)

func _on_child_transitioned(state: State, new_state_name: String) -> void:
    if state != current_state:
        return

    var new_state: State = states.get(new_state_name.to_lower())
    if not new_state:
        return

    current_state.exit()
    new_state.enter()
    current_state = new_state

# state.gd
class_name State
extends Node

signal transitioned(state: State, new_state_name: String)

func enter() -> void:
    pass

func exit() -> void:
    pass

func update(_delta: float) -> void:
    pass

func physics_update(_delta: float) -> void:
    pass

Game Patterns

Entity Component System (ECS)

// Unity DOTS example
using Unity.Entities;
using Unity.Mathematics;
using Unity.Transforms;

public struct MoveSpeed : IComponentData
{
    public float Value;
}

public partial class MovementSystem : SystemBase
{
    protected override void OnUpdate()
    {
        float deltaTime = SystemAPI.Time.DeltaTime;

        Entities.ForEach((ref LocalTransform transform, in MoveSpeed speed) =>
        {
            transform.Position += new float3(0, 0, speed.Value * deltaTime);
        }).ScheduleParallel();
    }
}

Event System

public static class GameEvents
{
    public static event Action<int> OnScoreChanged;
    public static event Action<float> OnHealthChanged;
    public static event Action OnGameOver;

    public static void ScoreChanged(int newScore) => OnScoreChanged?.Invoke(newScore);
    public static void HealthChanged(float newHealth) => OnHealthChanged?.Invoke(newHealth);
    public static void GameOver() => OnGameOver?.Invoke();
}

// Usage
public class UIManager : MonoBehaviour
{
    private void OnEnable()
    {
        GameEvents.OnScoreChanged += UpdateScoreUI;
        GameEvents.OnHealthChanged += UpdateHealthUI;
    }

    private void OnDisable()
    {
        GameEvents.OnScoreChanged -= UpdateScoreUI;
        GameEvents.OnHealthChanged -= UpdateHealthUI;
    }
}

Save System

[Serializable]
public class SaveData
{
    public int Level;
    public float PlayTime;
    public Vector3Serializable PlayerPosition;
    public List<string> UnlockedAchievements;
}

public static class SaveSystem
{
    private static readonly string SavePath =
        Path.Combine(Application.persistentDataPath, "save.json");

    public static void Save(SaveData data)
    {
        string json = JsonUtility.ToJson(data, true);
        File.WriteAllText(SavePath, json);
    }

    public static SaveData Load()
    {
        if (!File.Exists(SavePath)) return new SaveData();

        string json = File.ReadAllText(SavePath);
        return JsonUtility.FromJson<SaveData>(json);
    }
}

Performance Optimization

LOD (Level of Detail)

// Unity LOD Group setup
[RequireComponent(typeof(LODGroup))]
public class LODSetup : MonoBehaviour
{
    public Renderer[] lodRenderers;
    public float[] screenRelativeTransitions = { 0.5f, 0.2f, 0.01f };

    void Start()
    {
        LODGroup lodGroup = GetComponent<LODGroup>();
        LOD[] lods = new LOD[lodRenderers.Length];

        for (int i = 0; i < lodRenderers.Length; i++)
        {
            lods[i] = new LOD(screenRelativeTransitions[i], new[] { lodRenderers[i] });
        }

        lodGroup.SetLODs(lods);
        lodGroup.RecalculateBounds();
    }
}

Spatial Partitioning

public class QuadTree<T> where T : class
{
    private readonly int _maxObjects = 10;
    private readonly int _maxLevels = 5;
    private readonly int _level;
    private readonly List<(Rect bounds, T obj)> _objects = new();
    private readonly Rect _bounds;
    private QuadTree<T>[] _nodes;

    public QuadTree(int level, Rect bounds)
    {
        _level = level;
        _bounds = bounds;
    }

    public void Insert(Rect objBounds, T obj)
    {
        if (_nodes != null)
        {
            int index = GetIndex(objBounds);
            if (index != -1)
            {
                _nodes[index].Insert(objBounds, obj);
                return;
            }
        }

        _objects.Add((objBounds, obj));

        if (_objects.Count > _maxObjects && _level < _maxLevels)
        {
            if (_nodes == null) Split();

            int i = 0;
            while (i < _objects.Count)
            {
                int index = GetIndex(_objects[i].bounds);
                if (index != -1)
                {
                    var item = _objects[i];
                    _objects.RemoveAt(i);
                    _nodes[index].Insert(item.bounds, item.obj);
                }
                else i++;
            }
        }
    }

    public List<T> Retrieve(Rect area)
    {
        List<T> result = new();
        RetrieveAll(area, result);
        return result;
    }
}

Checklist

Pre-Production

  • Game Design Document (GDD)
  • Technical Design Document
  • Art style guide
  • Target platforms defined
  • Performance budgets set

Development

  • Version control setup
  • CI/CD for builds
  • Automated testing
  • Performance profiling regular
  • Memory leak checks

Release

  • Platform certification requirements
  • Localization complete
  • Accessibility options
  • Analytics integration
  • Crash reporting