| name | game-dev |
| description | Build, prototype, debug, and ship game features across Unity, Unreal, Godot, and web game stacks. Use when requests involve gameplay systems, mechanics implementation, level scripting, input/camera/UI flow, save-load design, multiplayer foundations, performance profiling, content pipelines, or release-readiness planning for game projects. |
Game Dev
Outcome
Deliver production-ready game feature slices that include implementation, validation, and clear next actions.
Workflow
- Clarify target player experience, platform, engine, and constraints.
- Break work into a thin vertical slice that is testable in one session.
- Implement deterministic core logic before visual polish.
- Add observability early (logs, debug overlays, simple metrics).
- Validate with explicit playtest steps and edge-case checks.
- Report risks, tradeoffs, and follow-up tasks.
Engine Routing
- Use Unity patterns for component-driven C# gameplay and editor tooling.
- Use Unreal patterns for gameplay framework classes, Blueprint/C++ boundaries, and data assets.
- Use Godot patterns for scene-tree architecture, signals, and GDScript/C# node lifecycles.
- Use web patterns for render loop timing, state isolation, and asset loading constraints.
If the user does not specify an engine, ask once, then proceed with a pragmatic default based on existing repo signals.
Feature Slice Standard
For each requested gameplay feature:
- Define the player-facing behavior in one paragraph.
- Define state model and failure modes.
- Implement core systems with minimal dependencies.
- Integrate with input, camera, UI, and persistence as needed.
- Add quick tuning knobs for designers (constants, data tables, scriptable configs).
- Add smoke tests or reproducible manual verification steps.
Debug and Performance Guardrails
- Reproduce bugs with exact deterministic steps before patching.
- Prefer smallest safe fix; avoid broad rewrites unless required.
- Measure frame-time impact for new systems and expensive loops.
- Watch allocation churn, physics/query frequency, and update loop fan-out.
- Keep data flow explicit to avoid hidden coupling between gameplay systems.
Response Contract
When executing a request, return:
- What changed and why.
- Files/systems touched.
- How to test quickly.
- Remaining risks and next recommended milestone.