Use when establishing or enforcing mobile-game frame-time, memory, loading, storage, network, battery, thermal, rendering, physics, AI, audio, and asset budgets through physical-device profiling; not for speculative optimisation.
Scanned 9/3/2026
Install to Claude Code
npx -y skills add peterbamuhigire/chwezi-dev-engine --skill mobile-game-performance --agent claude-codeInstalls into .claude/skills of the current project.
Are you the author of Mobile Game Performance?
Add the live security badge to your README — it updates automatically with every re-scan.
[](https://www.skillsdirectory.com/skills/peterbamuhigire-mobile-game-performance)More formats (shields.io, HTML) on the badges page.
---
name: mobile-game-performance
description: Use when establishing or enforcing mobile-game frame-time, memory, loading, storage, network, battery, thermal, rendering, physics, AI, audio, and asset budgets through physical-device profiling; not for speculative optimisation.
metadata: {portable: true, compatible_with: [claude-code, codex]}
---
# Mobile Game Performance
Measure sustained player experience on representative devices, identify the limiting subsystem, change one cause at a time, and block regressions with evidence.
## Prerequisites
Load `world-class-engineering`, the target-device definition, representative scenarios and the selected engine profiler workflow.
<!-- dual-compat-start -->
## Use When
- Setting device tiers or budgets; investigating hitching, low FPS, heat, battery drain, memory kills, long loads, large installs, overdraw, GC, physics, AI or audio cost.
## Do Not Use When
- No reproducible scenario, target device or profiler evidence exists.
## Required Inputs
Device matrix, target experience/frame rate, representative and stress scenes, release-like build, profiler captures, thermal conditions, budgets, change history and player-visible symptom.
## Workflow
1. Define minimum/target/high devices by real chipset/GPU, RAM, OS, resolution, storage and market relevance.
2. Set per-scenario CPU, GPU, frame pacing, memory, load, package, battery and thermal budgets as provisional hypotheses.
3. Reproduce on a physical device using a release-like instrumented build and controlled scenario.
4. Determine CPU, GPU, memory, I/O, network or thermal bound; inspect subsystem markers and allocation/streaming behaviour.
5. Change the highest-impact cause, rerun the same capture, compare, and retain before/after evidence.
6. Build quality tiers and sustained-load degradation paths; test pause/resume and background recovery.
7. Add CI/static budget checks and periodic device regression tests.
## Quality Standards
- Prefer stable frame pacing over unstable peaks; measure percentiles and hitches, not only average FPS.
- Profile sustained play long enough for heat and battery effects to emerge.
- Record renderer, resolution, quality tier, build, scene, device, temperature, power state and capture method.
- Verify current Android, Apple, Unity or Godot guidance from official documentation before encoding platform numbers.
## Anti-Patterns
- Optimising in editor only. Fix: release-like device capture.
- Universal polygon or texture budget copied from a book. Fix: measured asset and scene budgets.
- Pooling everything. Fix: prove churn and account for retained memory.
- Lowering resolution without UX review. Fix: controlled quality tiers and readability checks.
- One flagship phone. Fix: minimum/target/high matrix.
## Outputs
Device matrix; scenario budget; capture protocol; profiler evidence; bottleneck diagnosis; optimisation change log; quality tiers; regression gate and residual-risk report.
## References
- [Profiling and budget playbook](references/profiling-budget-playbook.md)
- [Rendering, memory and thermal checklist](references/rendering-memory-thermal.md)
<!-- dual-compat-end -->
## Decision Rules
| Evidence | Action |
|---|---|
| GPU-bound | Reduce overdraw, shader/material/light/shadow/resolution cost by measured impact |
| Main-thread CPU-bound | Reduce scripts, physics, AI, animation and submission work |
| Memory pressure | Fix residency, duplication, texture/audio/mesh footprint and unload policy |
| Thermal decline | Lower sustained workload and add adaptive quality; do not chase burst benchmark |
## Read Next
Use `real-time-game-graphics` for render-pipeline diagnosis, the relevant engine and asset/audio skills for implementation, and `game-testing-polish` for regression release gates.
Is this your skill, or is something wrong with this listing? Request removal or report an issue. Author removals are honored within 72 hours.
No comments yet. Be the first to comment!