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PC and console game development principles. Engine selection, platform features, optimization strategies.
Codex または Claude でインストール この Prompt をコピーして Codex、Claude、または他のアシスタントに貼り付けると、Skill ページを確認してインストールできます。
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PC and console game development principles. Engine selection, platform features, optimization strategies.
Codex または Claude でインストール この Prompt をコピーして Codex、Claude、または他のアシスタントに貼り付けると、Skill ページを確認してインストールできます。
SOC 職業分類に基づく
Condenses harness .md prompts (.claude/agents, commands, rules, skills) using caveman full + Opus, without losing information. Compresses verbose prose and tables, preserves code blocks/URLs/inline-code/headings via a deterministic gate. Overwrites in place (git is the review safety net). Use when asked to "condense/compress/shorten the agents/commands/rules/skills in .claude".
Audit .claude/agents/*.md frontmatter descriptions against the routing-description standard (condition-shaped, "Use proactively", 40-600 chars) and sync them with the project's CLAUDE.md `## Workflow & Agents` table or free-text mentions. Fixes descriptions in place, fixes stale/missing table rows, flags orphaned agents. Works on any existing project — not just one scaffolded by aia-harness. Use standalone, or after adding/editing agents by hand.
Generate or refresh rich intermediate CLAUDE.md files for strategic subdirectories of the target project. Reads .claude/rules/ (recursive), analyzes actual source files, maps rules to domains, and generates domain-specific CLAUDE.md with Key patterns, Applied rules, and Local conventions sections. Two-phase: map → approve → generate with diffs. Use after /aia-harness:init (step 5.6), or standalone to refresh existing files.
Seeds unit tests in a project that has none — installs the recommended framework for the stack, writes a real test in an existing module, wires the `test` script, and runs until green. Use when the project has no tests, when asked to "configure tests", "setup tests", "add tests", or "create test suite".
Use when setting up, scaffolding, bootstrapping, or improving a Claude Code "harness" for a project — hooks, skills, agents, rules, settings.json, .mcp.json, settings.local.json, worktree config, or per-domain CLAUDE.md. Triggers on "set up Claude Code", "harness engineering", "scaffold hooks/rules", "configure this project for Claude", "bootstrap .claude".
Review and upgrade the routing descriptions of candidate agents under templates/ (ECC, ag-kit, first-party) so each follows the best-practice standard — condition-shaped, with "Use proactively" and explicit trigger conditions. Writes the canonical description into the matching *_AGENT_WHEN_TO_USE map, propagates it into every agent file, and verifies the integrity gate. Use after editing any candidate agent, or standalone to sweep all of them.
| name | pc-games |
| description | PC and console game development principles. Engine selection, platform features, optimization strategies. |
| allowed-tools | Read, Write, Edit, Glob, Grep |
Engine selection and platform-specific principles.
What are you building?
│
├── 2D Game
│ ├── Open source important? → Godot
│ └── Large team/assets? → Unity
│
├── 3D Game
│ ├── AAA visual quality? → Unreal
│ ├── Cross-platform priority? → Unity
│ └── Indie/open source? → Godot 4
│
└── Specific Needs
├── DOTS performance? → Unity
├── Nanite/Lumen? → Unreal
└── Lightweight? → Godot
| 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 |
| Feature | Purpose |
|---|---|
| Achievements | Player goals |
| Cloud Saves | Cross-device progress |
| Leaderboards | Competition |
| Workshop | User mods |
| Rich Presence | Show in-game status |
| Platform | Certification |
|---|---|
| PlayStation | TRC compliance |
| Xbox | XR compliance |
| Nintendo | Lotcheck |
Map ACTIONS, not buttons:
- "confirm" → A (Xbox), Cross (PS), B (Nintendo)
- "cancel" → B (Xbox), Circle (PS), A (Nintendo)
| Intensity | Use |
|---|---|
| Light | UI feedback |
| Medium | Impacts |
| Heavy | Major events |
| Engine | Tool |
|---|---|
| Unity | Profiler Window |
| Godot | Debugger → Profiler |
| Unreal | Unreal Insights |
| Bottleneck | Solution |
|---|---|
| Draw calls | Batching, atlases |
| GC spikes | Object pooling |
| Physics | Simpler colliders |
| Shaders | LOD shaders |
| ❌ Don't | ✅ 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.