# Pc Games

> PC and console game development principles. Engine selection, platform features, optimization strategies.

- Skill: `yunaamelia/pc-games` (Agent Skill)
- Install (CLI): `npx skillmds add yunaamelia/pc-games`
- Raw SKILL.md: https://api.skillmd.com/api/skills/yunaamelia/pc-games/raw
- Safety review: pending
- Works with: Claude Code, Claude.ai, OpenAI Codex
- Category: AI & ML
- Author: yunaamelia (https://skillmd.com/u/yunaamelia)
- Updated: 2026-09-10
- Page: https://skillmd.com/skills/yunaamelia/pc-games

---


# PC/Console Game Development

> Engine selection and platform-specific principles.

---

## 1. Engine Selection

### Decision Tree

```
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
```

### 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" → A (Xbox), Cross (PS), B (Nintendo)
- "cancel" → 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 → 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

| ❌ 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.

