A typical use case for SpriteKit is where the SKView fills the whole screen.
To do this in Xcode's Interface Builder, first create a normal ViewController, then select the contained view and change its Class from UIView to SKView:
Within the code for the View Controller, in the viewDidLoad method, grab a link to this SKView using self.view:
In Swift:
guard let skView = self.view as? SKView else {
// Handle error
return
}
(The guard statement here protects against the theoretical error that the view is not an SKView.)
You can then use this to perform other operations such as presenting an SKScene:
In Swift:
skView.presentScene(scene)