
Gamedev Conventions
- 14 installs
- 17 repo stars
- Updated February 16, 2026
- davincidreams/agent-team-plugins
Cross-engine game development conventions covering delta time, object pooling, data-driven design, and performance standards.
About
Provides cross-engine game dev conventions for performance, code organization, and state management like object pooling and delta time. A developer uses it to keep game code consistent and performant across engines.
- Performance standards: frame rate, draw calls, pooling
- Data-driven design and serializable game state
Gamedev Conventions by the numbers
- 14 all-time installs (skills.sh)
- Ranked #188 of 247 Game Development skills by installs in the Skillselion catalog
- Data as of Jul 30, 2026 (Skillselion catalog sync)
npx skills add https://github.com/davincidreams/agent-team-plugins --skill gamedev-conventionsAdd your badge
Show developers this skill is listed on Skillselion. Paste this into your README.
| Installs | 14 |
|---|---|
| repo stars | ★ 17 |
| Last updated | February 16, 2026 |
| Repository | davincidreams/agent-team-plugins ↗ |
What it does
Cross-engine game development conventions covering delta time, object pooling, data-driven design, and performance standards.
Files
Game Dev Team Conventions
General
- Detect and follow the project's existing engine and code conventions
- Use delta time for all frame-rate-dependent calculations
- Implement object pooling for frequently spawned/destroyed objects
- Separate game data from game logic (data-driven design)
- Use events/signals for decoupled communication between systems
- Keep game state serializable for save/load support
- Profile before optimizing - measure, don't guess
Performance Standards
- Target frame rate: Maintain target FPS (60 for action games, 30 for strategy)
- Memory: Minimize per-frame allocations, avoid GC spikes
- Draw calls: Batch where possible, use instancing for repeated geometry
- Physics: Use layer masks, limit raycast distances, prefer overlap checks over raycasts
- Loading: Use async loading, show progress, never block the main thread
- Pooling: Pool projectiles, particles, enemies, and any frequently created objects
Code Organization
- One primary class/script per file
- Group files by system (Player/, Enemies/, UI/, Environment/, etc.)
- Keep scripts/components focused - single responsibility
- Use namespaces or folders to prevent naming collisions
- Separate editor tools from runtime code
State Management
- Use finite state machines for entities with discrete states
- Implement proper enter/exit/update for each state
- Make state transitions explicit and traceable
- Handle edge cases (interrupted transitions, invalid states)
- Consider hierarchical state machines for complex entities
Input Handling
- Abstract input from actions (don't check KeyCode directly)
- Support remapping and multiple input devices
- Handle simultaneous inputs correctly
- Implement input buffering for action games
- Test with keyboard, mouse, and gamepad
Asset Conventions
- Use consistent naming:
PascalCasefor types,camelCaseorsnake_caseper engine convention - Textures: Power-of-2 dimensions, appropriate compression per platform
- Models: < 50K triangles for mobile, < 100K for desktop (per object)
- Audio: Use appropriate compression, implement spatial audio where needed
- Keep source assets separate from imported/processed assets
Testing
- Test critical game systems (state machines, damage calculation, inventory)
- Write integration tests for complex interactions
- Automate repetitive playtesting with bots or scripts where possible
- Test edge cases: zero health, full inventory, boundary conditions
- Verify platform-specific behavior on target hardware
Multiplayer (when applicable)
- Implement authoritative server (never trust the client)
- Minimize network bandwidth (delta compression, relevancy)
- Handle latency with prediction and reconciliation
- Test with simulated lag and packet loss
- Implement proper disconnect/reconnect handling
Collaboration
- Each agent works within their defined scope
- Agents should not modify files outside their responsibility
- Engine-dev and gameplay-dev agree on system interfaces before implementation
- All changes must follow patterns found in the existing codebase
- Use the engine-specific skill as your primary reference
Related skills
Game Developmentbackend