PC and console game development principles. Engine selection, platform features, optimization strategies.
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npx mdskills install sickn33/pc-gamesWell-organized reference guide covering engine selection, platform features, and optimization strategies.
1---2name: pc-games3description: PC and console game development principles. Engine selection, platform features, optimization strategies.4allowed-tools: Read, Write, Edit, Glob, Grep5---67# PC/Console Game Development89> Engine selection and platform-specific principles.1011---1213## 1. Engine Selection1415### Decision Tree1617```18What are you building?19│20├── 2D Game21│ ├── Open source important? → Godot22│ └── Large team/assets? → Unity23│24├── 3D Game25│ ├── AAA visual quality? → Unreal26│ ├── Cross-platform priority? → Unity27│ └── Indie/open source? → Godot 428│29└── Specific Needs30 ├── DOTS performance? → Unity31 ├── Nanite/Lumen? → Unreal32 └── Lightweight? → Godot33```3435### Comparison3637| Factor | Unity 6 | Godot 4 | Unreal 5 |38|--------|---------|---------|----------|39| 2D | Good | Excellent | Limited |40| 3D | Good | Good | Excellent |41| Learning | Medium | Easy | Hard |42| Cost | Revenue share | Free | 5% after $1M |43| Team | Any | Solo-Medium | Medium-Large |4445---4647## 2. Platform Features4849### Steam Integration5051| Feature | Purpose |52|---------|---------|53| Achievements | Player goals |54| Cloud Saves | Cross-device progress |55| Leaderboards | Competition |56| Workshop | User mods |57| Rich Presence | Show in-game status |5859### Console Requirements6061| Platform | Certification |62|----------|--------------|63| PlayStation | TRC compliance |64| Xbox | XR compliance |65| Nintendo | Lotcheck |6667---6869## 3. Controller Support7071### Input Abstraction7273```74Map ACTIONS, not buttons:75- "confirm" → A (Xbox), Cross (PS), B (Nintendo)76- "cancel" → B (Xbox), Circle (PS), A (Nintendo)77```7879### Haptic Feedback8081| Intensity | Use |82|-----------|-----|83| Light | UI feedback |84| Medium | Impacts |85| Heavy | Major events |8687---8889## 4. Performance Optimization9091### Profiling First9293| Engine | Tool |94|--------|------|95| Unity | Profiler Window |96| Godot | Debugger → Profiler |97| Unreal | Unreal Insights |9899### Common Bottlenecks100101| Bottleneck | Solution |102|------------|----------|103| Draw calls | Batching, atlases |104| GC spikes | Object pooling |105| Physics | Simpler colliders |106| Shaders | LOD shaders |107108---109110## 5. Engine-Specific Principles111112### Unity 6113114- DOTS for performance-critical systems115- Burst compiler for hot paths116- Addressables for asset streaming117118### Godot 4119120- GDScript for rapid iteration121- C# for complex logic122- Signals for decoupling123124### Unreal 5125126- Blueprint for designers127- C++ for performance128- Nanite for high-poly environments129- Lumen for dynamic lighting130131---132133## 6. Anti-Patterns134135| ❌ Don't | ✅ Do |136|----------|-------|137| Choose engine by hype | Choose by project needs |138| Ignore platform guidelines | Study certification requirements |139| Hardcode input buttons | Abstract to actions |140| Skip profiling | Profile early and often |141142---143144> **Remember:** Engine is a tool. Master the principles, then adapt to any engine.145
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