Formatted SKILL.md (raw)
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Engine selection and platform-specific principles.
1. Engine Selection
Decision Tree
What are you building?
ā
āāā 2D Game
ā āāā Open source important? ā Godot
ā āāā Large team/assets? ā Unity
ā
āāā 3D Game
ā āāā AAA visual quality? ā Unreal
ā āāā Cross-platform priority? ā Unity
ā āāā Indie/open source? ā Godot 4
ā
āāā Specific Needs
āāā DOTS performance? ā Unity
āāā Nanite/Lumen? ā Unreal
āāā Lightweight? ā Godot
Comparison
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
Steam Integration
Feature
Purpose
Achievements
Player goals
Cloud Saves
Cross-device progress
Leaderboards
Competition
Workshop
User mods
Rich Presence
Show in-game status
Console Requirements
Platform
Certification
PlayStation
TRC compliance
Xbox
XR compliance
Nintendo
Lotcheck
3. Controller Support
Map ACTIONS, not buttons:
- "confirm" ā A (Xbox), Cross (PS), B (Nintendo)
- "cancel" ā B (Xbox), Circle (PS), A (Nintendo)
Haptic Feedback
Intensity
Use
Light
UI feedback
Medium
Impacts
Heavy
Major events
Profiling First
Engine
Tool
Unity
Profiler Window
Godot
Debugger ā Profiler
Unreal
Unreal Insights
Common Bottlenecks
Bottleneck
Solution
Draw calls
Batching, atlases
GC spikes
Object pooling
Physics
Simpler colliders
Shaders
LOD shaders
5. Engine-Specific Principles
Unity 6
DOTS for performance-critical systems
Burst compiler for hot paths
Addressables for asset streaming
Godot 4
GDScript for rapid iteration
C# for complex logic
Signals for decoupling
Unreal 5
Blueprint for designers
C++ for performance
Nanite for high-poly environments
Lumen for dynamic lighting
6. Anti-Patterns
ā Don't
ā
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.