Mobile Game Performance logo

Mobile Game Performance

Community
peterbamuhigire
mobile-game-performance

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.

Overview

Publisherpeterbamuhigire
Repositorychwezi-dev-engine
Skill namemobile-game-performance
Stars
29
Forks
6
Bundled files
3
LicenseMIT
Links
  • Markdown instructions

    A SKILL.md file the model loads on demand, so it only costs tokens when a request actually matches.

  • Works with any LLM

    AI skills are plain Markdown, not provider-specific code, so this works with GPT, Claude, Gemini, Grok, or a local model.

  • 3 bundled files

    Scripts, templates, and references the model can read while it works. Files are read-only and never executed.

  • Open source

    Published by peterbamuhigire on GitHub. Read the source before you install it.

Installation

Install the Mobile Game Performance AI skill in TypingMind to use it with any LLM, or drop it into another agent that reads SKILL.md.

1

Install in TypingMind

TypingMind installs a skill straight from its GitHub folder — it reads SKILL.md, bundles the resource files, and stores the result locally.

  1. Open the app and go to Plugins → Skills.
  2. Choose "Install from GitHub".
  3. Paste the skill folder URL below and confirm.
    https://github.com/peterbamuhigire/chwezi-dev-engine/tree/main/skills/game-development/mobile-game-performance
  4. Enable the skill in any chat where you want it available.
Plugins → Skills → Add skill → From GitHub URL, then paste the folder URL and press Continue.
2

Install in another agent

Any agent that reads the Agent Skills format can use this skill — copy the folder into that agent's skills directory.

Claude Code — .claude/skills
git clone --depth 1 https://github.com/peterbamuhigire/chwezi-dev-engine.git /tmp/chwezi-dev-engine
mkdir -p .claude/skills
cp -r /tmp/chwezi-dev-engine/skills/game-development/mobile-game-performance .claude/skills/mobile-game-performance
Restart Claude Code after copying so it picks up the new skill.

Use it in TypingMind

Enable Mobile Game Performance in any TypingMind chat and the model takes it from there. Its name and description sit in the system prompt, and the moment a request matches, the model loads the full instructions itself — you never invoke it by hand, and it costs no tokens until it is actually used.

The model loads Mobile Game Performance on its own as soon as a request matches it.

Works with any AI model

AI skills are plain Markdown instructions rather than provider-specific code, so Mobile Game Performance is not tied to the model it was written for. Install it once in TypingMind and use it with GPT-5, Claude, Gemini, Grok, DeepSeek, Mistral, Llama, or a local model you run yourself — all on your own API keys.

  • Loaded only when it is needed

    The system prompt carries just the name and description. The instructions are fetched on the first matching request, so an idle skill costs nothing.

  • Switch models mid-chat

    Because the skill is instructions rather than code, changing model does not break it — the next model reads the same SKILL.md.

Skill instructions

This is the SKILL.md content the model loads. Read it before installing — a skill is instructions your model will follow.

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.

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

Evidence Produced

CategoryArtifactFormatExample
PerformanceSustained device performance reportProfiler capture plus Markdownbuild, scene, device, frame pacing, memory, thermal, battery, bottleneck, and before/after

Decision Rules

EvidenceAction
GPU-boundReduce overdraw, shader/material/light/shadow/resolution cost by measured impact
Main-thread CPU-boundReduce scripts, physics, AI, animation and submission work
Memory pressureFix residency, duplication, texture/audio/mesh footprint and unload policy
Thermal declineLower 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.

Bundled files

The model reads these on demand while the skill is loaded. They are exposed as readable files and are never executed.

Frequently asked questions

What does the Mobile Game Performance AI skill do?

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.

Why use Mobile Game Performance on TypingMind?

Because you install it once and use it with any model. Mobile Game Performance is plain Markdown rather than provider-specific code, so the same skill runs on GPT-5, Claude, Gemini, Grok, or a local model — and you can switch model mid-chat without it breaking. TypingMind runs on your own API keys, so you pay providers directly instead of a per-seat subscription, and your skills and chats stay in your own storage.

How do I install Mobile Game Performance in TypingMind?

Open Plugins → Skills → Install from GitHub in TypingMind and paste https://github.com/peterbamuhigire/chwezi-dev-engine/tree/main/skills/game-development/mobile-game-performance. TypingMind reads its SKILL.md and bundles its files and installs it as a skill you can enable per chat.

Which AI models can use Mobile Game Performance?

Any model you connect in TypingMind. AI skills are plain Markdown instructions rather than provider-specific code, so GPT, Claude, Gemini, Grok, and local models can all load this skill when a request matches it.

How many AI models can I use with Mobile Game Performance?

As many as you like. As long as a model supports skills, you can use Mobile Game Performance with it — GPT, Claude, Gemini, Grok, DeepSeek, Mistral, Llama and more — all on TypingMind with your own API keys.

Is the Mobile Game Performance AI skill free?

Yes. It is published on GitHub by peterbamuhigire under the MIT license. You only pay your own AI provider for the tokens you use.

What are AI skills?

An AI skill is a reusable instruction bundle that teaches an AI model how to do one specific task. It follows the open Agent Skills format: a SKILL.md file with a name and description, plus any scripts, templates or reference files the model may need. The model reads the instructions only when your request matches the skill, so an installed skill costs nothing until it is used.

How are AI skills different from plugins or MCP servers?

A plugin or MCP server gives a model new tools to call — code that runs somewhere and returns a result. An AI skill gives the model knowledge and process instead: how to approach a task, which steps to follow, what good output looks like. Skills are plain Markdown, so they need no server, no API key and no runtime, and they work with any model.

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