| name | pc-games |
| description | PC and console game development principles. Engine selection, platform features, optimization strategies. |
| allowed-tools | Read, Write, Edit, Glob, Grep |
PC/Console Game Development
Engine selection and platform-specific principles.
1. Engine Selection
Decision Tree
What are you building?
โ
โโโ 2D Game
โ โโโ Open source important? โ Godot
โ โโโ Large team/assets? โ Unity
โ
โโโ 3D Game
โ โโโ AAA visual quality? โ Unreal
โ โโโ Cross-platform priority? โ Unity
โ โโโ Indie/open source? โ Godot 4
โ
โโโ Specific Needs
โโโ DOTS performance? โ Unity
โโโ Nanite/Lumen? โ Unreal
โโโ Lightweight? โ 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 |
2. Platform Features
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
Input Abstraction
Map ACTIONS, not buttons:
- "confirm" โ A (Xbox), Cross (PS), B (Nintendo)
- "cancel" โ B (Xbox), Circle (PS), A (Nintendo)
Haptic Feedback
| Intensity | Use |
|---|
| Light | UI feedback |
| Medium | Impacts |
| Heavy | Major events |
4. Performance Optimization
Profiling First
| Engine | Tool |
|---|
| Unity | Profiler Window |
| Godot | Debugger โ 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
| โ Don't | โ
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.