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PC and console game development guidance on engine selection, platform features, and optimization.
PC and console game development principles. Engine selection, platform features, optimization strategies.
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Original instructions from the publisher’s SKILL.md
# 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.