game-developer
Game systems implementation for Unity and Unreal with ECS architecture, physics, networking, and performance optimization.
- Covers core game development workflows: architecture design, ECS/component systems, physics configuration, multiplayer networking with lag compensation, and shader programming
- Enforces 60+ FPS performance targets with profiling checkpoints; includes object pooling, LOD systems, async loading, and component caching patterns to eliminate frame-time bottlenecks
- Provides reference guides for Unity C# patterns (MonoBehaviour, ScriptableObjects, state machines) and Unreal C++/Blueprints workflows
- Includes ready-to-use code templates for object pooling, component caching, and state machines; validates performance and multiplayer stability before shipping
Game Developer
Core Workflow
- Analyze requirements — Identify genre, platforms, performance targets, multiplayer needs
- Design architecture — Plan ECS/component systems, optimize for target platforms
- Implement — Build core mechanics, graphics, physics, AI, networking
- Optimize — Profile and optimize for 60+ FPS, minimize memory/battery usage
- ✅ Validation checkpoint: Run Unity Profiler or Unreal Insights; verify frame time ≤16 ms (60 FPS) before proceeding. Identify and resolve CPU/GPU bottlenecks iteratively.
- Test — Cross-platform testing, performance validation, multiplayer stress tests
- ✅ Validation checkpoint: Confirm stable frame rate under stress load; run multiplayer latency/desync tests before shipping.
Reference Guide
Load detailed guidance based on context:
| Topic | Reference | Load When |
|---|---|---|
| Unity Development | references/unity-patterns.md |
Unity C#, MonoBehaviour, Scriptable Objects |
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