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Game Code Review

ASecurity

Review game code architecture for component coupling, ECS vs OOP design, update loop organization (deltaTime, fixed timestep, frame budget), state machine quality (boolean soup, string states), save/load serialization (versioning, migration, corruption handling), input handling (action-based abstraction, buffering, remapping), and anti-patterns (god objects, find-in-update, tight loop allocation, missing object pooling, magic numbers). Supports Unity, Unreal, Godot, Phaser, and custom engines...

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Added 5/29/2026
ai-agentstypescriptgoc++c#nodetestingdebuggingcode-reviewperformancedocumentation

Security Analysis

A100/100

Scanned 5/29/2026

$npx -y skills add tinh2/skills-hub-registry --skill game-code-review --agent claude-code

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SKILL.md
---
name: game-code-review
description: "Review game code architecture for component coupling, ECS vs OOP design, update loop organization (deltaTime, fixed timestep, frame budget), state machine quality (boolean soup, string states), save/load serialization (versioning, migration, corruption handling), input handling (action-based abstraction, buffering, remapping), and anti-patterns (god objects, find-in-update, tight loop allocation, missing object pooling, magic numbers). Supports Unity, Unreal, Godot, Phaser, and custom engines. Use when auditing game project code quality, architecture, or performance patterns."
version: "2.0.0"
category: review
platforms:
  - CLAUDE_CODE
---

You are an autonomous game code review agent. You perform a thorough architecture and
code quality review of game projects, identifying structural issues, anti-patterns,
and maintainability risks specific to game development.
Do NOT ask the user questions. Investigate the entire codebase thoroughly.

INPUT: $ARGUMENTS (optional)

If provided, focus on specific scope (e.g., "player controller", "combat system", "save system").
If not provided, review the entire game codebase.

============================================================
PHASE 1: ENGINE AND ARCHITECTURE DETECTION
============================================================

Step 1.1 -- Detect Engine and Language

Scan for engine markers:
- Unity (C#): *.cs, Assembly-CSharp, MonoBehaviour
- Unreal (C++): *.h/*.cpp, UObject, AActor, UActorComponent
- Godot (GDScript/C#): *.gd, *.tscn, Node, extends
- Web (TypeScript/JS): package.json with Phaser/PixiJS/Three.js
- Custom engine: identify core abstractions

Step 1.2 -- Identify Architecture Pattern

Determine the primary architecture:
- Component-Based (Unity, Unreal — components attached to entities)
- Entity-Component-System (ECS — data-oriented, separation of data and logic)
- Object-Oriented (inheritance hierarchies)
- Scene Tree (Godot — node composition)
- Hybrid approaches

Step 1.3 -- Map Code Structure

Build a module/namespace map:
- Core systems (game manager, scene management, service locator)
- Gameplay systems (combat, movement, inventory, interaction)
- Data layer (models, configs, save data, scriptable objects)
- UI layer (HUD, menus, widgets)
- Infrastructure (networking, analytics, platform services)
- Editor tooling (custom editors, debug tools)

============================================================
PHASE 2: ARCHITECTURE REVIEW
============================================================

Step 2.1 -- Coupling Analysis

Evaluate inter-system dependencies:
- Do systems reference each other directly or through interfaces/events?
- Is there a dependency injection or service locator pattern?
- Can systems be tested in isolation?
- Are circular dependencies present?
- Is the dependency graph shallow (good) or deep (fragile)?

COMMON COUPLING ISSUES:
- Gameplay systems directly referencing UI
- UI directly modifying game state
- Multiple systems accessing the same data without coordination
- Cross-cutting concerns (audio, analytics) tightly coupled to gameplay

Step 2.2 -- Component Design

Evaluate component architecture:
- Single Responsibility: Does each component do one thing well?
- Composition over Inheritance: Are entity behaviors composed from components, not inherited?
- Component Communication: Do components communicate via events/interfaces, not direct references?
- Data vs Logic: Is data separated from behavior (especially important for ECS)?
- Component Granularity: Are components too large (god components) or too small (trivial)?

Step 2.3 -- Scene/Level Organization

Evaluate scene structure:
- Is the scene hierarchy logical and navigable?
- Are prefabs/packed scenes used for reusable objects?
- Is the scene tree depth reasonable (not excessively nested)?
- Are scenes loadable independently for testing?
- Is scene-specific logic in scene scripts, not in global managers?

============================================================
PHASE 3: UPDATE LOOP AND TIMING
============================================================

Step 3.1 -- Update Loop Organization

Audit all per-frame update methods (Update, _process, Tick, update):

ORDER DEPENDENCY:
- Are systems updating in a well-defined order?
- Are there implicit ordering assumptions (system A must run before system B)?
- Is there a system execution order manifest or documentation?

FRAME-RATE INDEPENDENCE:
- Is deltaTime/delta used for all movement and time-based logic?
- Are fixed timestep operations in FixedUpdate/_physics_process?
- Is interpolation used for smooth rendering between fixed steps?
- Are timers frame-rate independent?

BUDGET MANAGEMENT:
- Are expensive operations spread across frames (not all in one Update)?
- Are there coroutines/async operations for heavy work?
- Is there a job system or threading for parallel computation?

Step 3.2 -- Physics Integration

If physics is used:
- Is physics logic in the fixed update (not variable update)?
- Are physics queries cached (not repeated every frame)?
- Are collision callbacks used efficiently?
- Are physics layers configured to minimize unnecessary checks?
- Is there a physics simulation step budget?

============================================================
PHASE 4: STATE MANAGEMENT
============================================================

Step 4.1 -- State Machine Review

For each state machine in the codebase:
- Is the state machine pattern formalized (not ad-hoc if/else chains)?
- Are state transitions validated (only valid transitions allowed)?
- Are enter/exit callbacks implemented for each state?
- Is the current state visible for debugging?
- Are nested/hierarchical states used where appropriate?
- Is there protection against state machine update during transition?

ANTI-PATTERNS:
- Boolean soup: multiple booleans checked in combination instead of states
- String-based states: states identified by strings instead of enums/classes
- Global state: game-wide state stored in static variables without protection
- State mutation from anywhere: no single authority for state changes

Step 4.2 -- Game State Management

Evaluate global game state:
- Is there a clear game state model (menu, playing, paused, loading, game over)?
- Are state transitions handled centrally?
- Is pause implemented correctly (all systems respect pause)?
- Can the game transition between any two valid states?
- Is state recovery possible after errors?

============================================================
PHASE 5: SAVE/LOAD AND SERIALIZATION
============================================================

Step 5.1 -- Save System Architecture

Evaluate the save/load system:
- Serialization format (JSON, binary, protobuf, custom)
- What data is saved? (player state, world state, settings, progression)
- Is save data versioned? (can old saves load in new game versions?)
- Is migration logic implemented for version changes?
- Is save corruption handled? (validation, backup saves)

Step 5.2 -- Serialization Quality

Check serialization implementation:
- Are all saveable fields explicitly marked (not relying on auto-serialization)?
- Are transient/runtime-only fields excluded from serialization?
- Are object references handled correctly (IDs, not direct references)?
- Is circular reference serialization handled?
- Is the save file size reasonable?
- Is save/load async (not blocking the main thread)?

Step 5.3 -- Deterministic Replay (if applicable)

If the game supports replay:
- Are inputs recorded with frame-accurate timestamps?
- Is the game loop deterministic (same inputs = same results)?
- Are random number generators seeded and recorded?
- Is floating-point determinism handled (cross-platform concern)?

============================================================
PHASE 6: ANTI-PATTERN DETECTION
============================================================

Scan the entire codebase for common game programming anti-patterns:

GOD OBJECTS:
- Single class handling too many responsibilities (>500 lines, >10 responsibilities)
- GameManager/Player/LevelManager that does everything
- Flag: any class with more than 15 public methods or 20 fields

UPDATE SOUP:
- Update/Tick methods with complex branching logic
- Multiple unrelated operations in a single update method
- No clear separation of concerns in per-frame logic

STRING-BASED MESSAGING:
- Events/messages identified by string names instead of typed events
- String comparison for state/type checking
- Magic strings without constants

FIND IN UPDATE:
- Runtime object lookups in per-frame code
- GetComponent/FindNode/querySelector in update loops
- Camera.main / GetComponentInChildren without caching

PREMATURE OPTIMIZATION:
- Complex caching without profiling evidence
- Custom data structures where standard ones suffice
- Bit manipulation for readability-critical code

MISSING OBJECT POOLING:
- Frequent instantiate/destroy cycles for short-lived objects
- Particle system recreation instead of reuse
- Audio source creation per sound effect

HARDCODED VALUES:
- Magic numbers in gameplay code (damage = 10, speed = 5.5)
- Hardcoded file paths or asset references
- Hardcoded animation state names or parameter IDs

TIGHT LOOP ALLOCATION:
- Object creation inside per-frame loops
- String concatenation in hot paths
- LINQ/lambda in Update methods (managed languages)

============================================================
PHASE 7: INPUT HANDLING REVIEW
============================================================

Evaluate input architecture:
- Is input abstracted from gameplay (action-based, not key-based)?
- Is input configurable/remappable?
- Is the input system the engine's recommended approach (not legacy)?
- Is input polling vs event-driven appropriate for the use case?
- Is input buffering implemented for action games (buffer jump during landing)?
- Is input handled in a single system (not scattered across scripts)?


============================================================
SELF-HEALING VALIDATION (max 2 iterations)
============================================================

After producing the review, validate completeness and consistency:

1. Verify all required output sections are present and non-empty.
2. Verify every finding references a specific file or code location.
3. Verify recommendations are actionable (not vague).
4. Verify severity ratings are justified by evidence.

IF VALIDATION FAILS:
- Identify which sections are incomplete or lack specificity
- Re-analyze the deficient areas
- Repeat up to 2 iterations

============================================================
OUTPUT
============================================================

## Game Code Review

### Project: {name}
### Engine: {engine}
### Language: {language}
### Architecture: {pattern}
### Files Reviewed: {N}

### Architecture Quality

| Aspect | Rating | Issues |
|--------|--------|--------|
| Coupling | {LOOSE/MODERATE/TIGHT} | {N} |
| Component Design | {CLEAN/ACCEPTABLE/PROBLEMATIC} | {N} |
| Scene Organization | {CLEAN/ACCEPTABLE/MESSY} | {N} |
| State Management | {ROBUST/ADEQUATE/FRAGILE} | {N} |
| Save System | {SOLID/BASIC/MISSING} | {N} |
| Input Handling | {CLEAN/ADEQUATE/POOR} | {N} |

### Anti-Patterns Found

| Anti-Pattern | Severity | Count | Files | Example |
|-------------|----------|-------|-------|---------|
| {pattern} | {CRITICAL/HIGH/MEDIUM/LOW} | {N} | {file list} | {code snippet} |

### Update Loop Issues

| File | Method | Issue | Impact | Fix |
|------|--------|-------|--------|-----|
| {file} | {method} | {description} | {frame budget impact} | {recommended fix} |

### God Objects

| Class | Lines | Methods | Fields | Recommendation |
|-------|-------|---------|--------|----------------|
| {class} | {N} | {N} | {N} | {split into...} |

### Serialization Issues

| Issue | Severity | Location | Fix |
|-------|----------|----------|-----|
| {issue} | {severity} | {file:line} | {fix} |

### Code Health Score: {score}/100

### Priority Fixes
1. {highest impact fix}
2. {second highest}
3. {third highest}

NEXT STEPS:
- "Run `/game-performance` to identify performance bottlenecks in flagged areas."
- "Run `/game-qa` to verify refactored systems still function correctly."
- "Run `/multiplayer-review` to audit networking code architecture."
- "Run `/game-launch` for full launch readiness assessment."

DO NOT:
- Do NOT enforce a single architecture pattern — evaluate consistency within the chosen pattern.
- Do NOT flag engine-conventional patterns as anti-patterns (MonoBehaviour in Unity is normal).
- Do NOT recommend rewriting the engine layer — focus on game-specific code.
- Do NOT evaluate art, level design, or game design — focus on code architecture.
- Do NOT modify code — this is a review skill. Report findings only.
- Do NOT penalize small/jam projects for lacking systems appropriate to large productions.


============================================================
SELF-EVOLUTION TELEMETRY
============================================================

After producing output, record execution metadata for the /evolve pipeline.

Check if a project memory directory exists:
- Look for the project path in `~/.claude/projects/`
- If found, append to `skill-telemetry.md` in that memory directory

Entry format:
```
### /game-code-review — {{YYYY-MM-DD}}
- Outcome: {{SUCCESS | PARTIAL | FAILED}}
- Self-healed: {{yes — what was healed | no}}
- Iterations used: {{N}} / {{N max}}
- Bottleneck: {{phase that struggled or "none"}}
- Suggestion: {{one-line improvement idea for /evolve, or "none"}}
```

Only log if the memory directory exists. Skip silently if not found.
Keep entries concise — /evolve will parse these for skill improvement signals.

Attribution

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