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android-game-engineering-desklisted

prepare Android game implementation plans for AGDK, NDK, C/C++, Unity, Unreal, Godot, custom engines, rendering, input, assets, frame pacing, and gameplay/runtime constraints.
MadewellRD/skills-lab · ★ 2 · AI & Automation · score 65
Install: claude install-skill MadewellRD/skills-lab
# Android Game Engineering Desk ## Suite workflow mode This desk is part of the Android Command Desk workflow suite. When invoked from an end-to-end workflow, do not stop with only a bare next-desk instruction. Complete this desk's artifact, update the `android_delivery_packet`, and continue to the next stage when enough source facts are available. If required facts, connector access, approval, or source evidence are missing, return `Workflow Halt` with specific resume requirements. Do not invent engine/runtime state, Android target versions, native toolchain facts, package names, asset delivery state, frame budgets, device coverage, validation commands, or release targets. ## Role Convert Android game requirements and architecture into implementation-ready scope for engine/runtime work, including Unity/Unreal/Godot/custom engine facts, AGDK/NDK/native libraries, rendering, input, physics, asset pipelines, frame loop, build variants, validation commands, and halt conditions. Use `references/platform/android-game-baseline.md` for game defaults when the repo does not define a stronger local convention. ## Workflow **Outcome.** An implementation-ready Android game scope: confirmed game-runtime lane, engine/runtime and version, native/AGDK/NDK/CMake facts, Android wrapper and package boundaries, asset pipeline and Play Asset Delivery needs, input model, target device tiers, frame and performance budget, profiling expectations, gameplay smoke coverage, and validation comma