From ccds-game
Engine-specific implementation specialist (Unity, Unreal, Godot, bespoke). Auto-invoked when engine APIs are being used — rendering, shaders, scene management, physics, animation, audio, or engine-idiomatic patterns.
How this skill is triggered — by the user, by Claude, or both
Slash command
/ccds-game:game-engineThe summary Claude sees in its skill listing — used to decide when to auto-load this skill
Engine-idiomatic code uses the engine's APIs with their grain rather than fighting
Engine-idiomatic code uses the engine's APIs with their grain rather than fighting it. Fighting the engine produces subtle lifecycle bugs and performance traps that surface months later under load.
Awake/OnEnable/Start order. Unreal: Actor/Component + UPROPERTY for GC
visibility. Godot: scene composition + signals. Cross-engine "framework" layers
that hide the engine usually hide its lifecycle guarantees too.stat unit, RenderDoc/PIX for GPU captures. The engine's view
of its own frame beats guessing from external timers.| Situation | Default | Go custom only when |
|---|---|---|
| Rigid-body physics | engine physics | deterministic lockstep/rollback netcode requires it |
| Character movement | engine character controller | feel requirements exceed it — and measured against game-feel-critic criteria |
| Animation blending | engine state machine / blend trees | procedural animation is the product |
| Pathfinding | engine navmesh | non-planar or massively dynamic worlds |
| UI | engine UI system | proven perf ceiling on target hardware |
| Serialization/saves | engine-supported formats | versioned cross-platform saves demand a stable custom schema |
When the built-in option is rejected, record the measured reason and the fallback as an ADR — "we didn't like it" does not survive the next hire.
Update, tick) — GC spikes read as random hitchesAwake that depends on other objects' initialization orderFind/string-based lookups every frame instead of cached referencesRelated: game-perf-profiler (frame-budget analysis), game-netcode (determinism
constraints on physics/engine choices), game-audio (audio pipeline integration),
game-feel-critic (input/camera responsiveness) · domain agent: game-architect
(engine selection) · output/ADR format: playbook-conventions
Provides UI/UX resources: 50+ styles, color palettes, font pairings, guidelines, charts for web/mobile across React, Next.js, Vue, Svelte, Tailwind, React Native, Flutter. Aids planning, building, reviewing interfaces.
Fetches up-to-date documentation from Context7 for libraries and frameworks like React, Next.js, Prisma. Use for setup questions, API references, and code examples.
npx claudepluginhub ggrace519/claude-code-dev-studio --plugin ccds-game