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game-performance-profiler — Claude Code skill: frame-time triage

Turns Unity and Unreal frame-time complaints into one brief: which capture to trust, where the bottleneck sits, what to measure next.

Install into Claude Code · Skills CLI (Vercel) All methods and platforms ↓
npx skills add akillness/jeo-skills --skill game-performance-profiler -a claude-code
Open on GitHub

What game-performance-profiler does

Reach for this skill when the evidence is a profiler screenshot, stat unit or stat gpu output, benchmark-route notes, or a review packet from a target device. It starts by pinning down the context: engine, target platform, whether the build is editor or packaged, the symptom, what evidence exists, how to reproduce it, and quality settings such as resolution and preset. From there it picks a single mode — quick triage, bottleneck classification, benchmark-route planning, device review, or escalation to deeper tools.

Then comes the part that matters: naming one primary bottleneck family. Gameplay scripting on the CPU, draw-call pressure on the render thread, GPU shaders and post-processing, garbage collection and allocation churn, loading and streaming, physics and animation, platform and thermal limits. When the packet is too thin to tell, the answer is unknown-needs-better-capture. The skill then recommends the cheapest next capture that would actually separate the candidates: a proper Unity Profiler packet from a player build, a matched stat unit and stat gpu pair on the exact repro route, or a packaged-on-device capture instead of another editor screenshot. Deeper traces such as Unreal Insights or the GPU Visualizer come only after the first packet earns them.

This is triage and planning, not an automatic optimizer. It does not edit code or tune builds — it hands back one artifact the team can act on.

What it helps with

  • decide which profiler screenshot is worth trusting
  • name one primary bottleneck family instead of listing guesses
  • pick the next capture that narrows the picture rather than widening it
  • tell GPU saturation apart from GC spikes during combat
  • judge when to move off quick packets and into Unreal Insights

Example prompts for the agent

  • Here is a stat unit screenshot from a packaged Steam Deck build; the hitch hits when crossing the market square. Which bottleneck family is this, and what should I capture next?
  • Draft a benchmark route for the combat scene: warm-up, repeat count, what to record.
  • I have an Unreal Insights trace and an overlay screenshot that disagree. Help me settle on one primary bottleneck family.

How to install game-performance-profiler

1Skills CLI (Vercel)

npx skills add akillness/jeo-skills --skill game-performance-profiler -a claude-code

2Manually: put the files in place

~/.claude/skills/game-performance-profiler/SKILL.md

Copy the whole skill folder; for one project use .claude/skills/game-performance-profiler/

Step by step, with commands for each platform: How to install skills in Claude Code: five ways

Questions about game-performance-profiler

How do I install game-performance-profiler in Claude Code?

Run npx skills add akillness/jeo-skills --skill game-performance-profiler -a claude-code. The skill file then lives at ~/.claude/skills/game-performance-profiler/SKILL.md.

What does game-performance-profiler do?

It turns Unity and Unreal frame-time complaints into a single brief: it normalizes the current packet, picks a mode, names the likely bottleneck family, and suggests the smallest useful next capture.

Does it optimize the code for me?

No. It is a triage and planning workflow that returns an artifact for the team; implementation starts once a cause is confirmed.

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