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smoke-check

Check a game build before handing it to QA, the team responsible for quality checks. Run automated tests, review coverage gaps, confirm critical paths with the developer, and produce a report with results and unresolved checks.

한국어 요약은 준비 중입니다. 영어 요약을 표시하고 있습니다.

원문원문 설명 보기

Critical-path smoke gate before QA hand-off — runs the automated suite. A failed check means the build is not QA-ready.

설치 방법 보기

이럴 때 유용합니다

  • Checking a build before QA hand-off
  • Rechecking a build after fixing a failure
  • Reviewing platform-specific controls and behavior
  • Recording test coverage gaps and unverified checks

포함된 파일(7)

  • SKILL.md4.8 KB
  • references/1-detect-setup.md5.4 KB
  • references/2-run-tests.md11.6 KB
  • references/3-coverage.md1.6 KB
  • references/4-manual-checks.md5.6 KB
  • references/5-report.md6.4 KB
  • references/6-write-gate.md4.6 KB

SKILL.md(원문)

설치하기 전에 에이전트에게 전달되는 지시 내용을 확인할 수 있습니다.

!bash "${CLAUDE_SKILL_DIR}/../../hooks/yaml-helper.sh" resolve_config --keys automation,workflow,qa.level,testing.strict

Smoke Check

This skill is the gate between "implementation done" and "ready for QA hand-off". It runs the automated test suite, checks for test coverage gaps, batch-verifies critical paths with the developer, and produces a PASS/FAIL report.

The rule is simple: a build that fails smoke check does not go to QA. Handing a broken build to QA wastes their time and demoralises the team.

Output: production/qa/smoke-[date].md


Every AskUserQuestion call follows .claude/docs/automation-modes.md (collaborative asks always · guided major-only · autonomous logs and proceeds; automation_always_ask categories always prompt).

qa.level: at minimal, smoke-check is optional — if run, a FAIL is advisory and never blocks hand-off, and a project with no game tests is checked by its build, launch and critical paths alone (Phase 1 step 1); at standard, it is required before a phase transition; at full, before every commit. This sits in front of the Phase 6 testing.strict.config resolution (which only matters once a smoke run gates). Distinct axis from workflow.

Parse Arguments

Arguments can be combined: /smoke-check sprint --platform console

Base mode (first argument, default: sprint):

  • sprint — full smoke check against the current sprint's stories
  • quick — skip coverage scan (Phase 3) and Batch 3; use for rapid re-checks

Platform flag (--platform, default: none):

  • --platform pc — add PC-specific checks (keyboard, mouse, windowed mode)
  • --platform console — add console-specific checks (gamepad, TV safe zones, platform certification requirements)
  • --platform mobile — add mobile-specific checks (touch, portrait/landscape, battery/thermal behaviour)
  • --platform all — add all platform variants; output per-platform verdict table

If --platform is provided, Phase 4 adds platform-specific batches and Phase 5 outputs a per-platform verdict table in addition to the overall verdict.


Phase 1: Detect Test Setup

Read references/1-detect-setup.md now and follow it — this phase's steps are in that file, not here. Read it again if the conversation was compacted or resumed during this phase.

Phase 2: Run Automated Tests

Read references/2-run-tests.md now and follow it — this phase's steps are in that file, not here. Read it again if the conversation was compacted or resumed during this phase.

Phase 3: Check Test Coverage

Read references/3-coverage.md now and follow it — this phase's steps are in that file, not here. Read it again if the conversation was compacted or resumed during this phase.

Phase 4: Run Manual Smoke Checks

Read references/4-manual-checks.md now and follow it — this phase's steps are in that file, not here. Read it again if the conversation was compacted or resumed during this phase.

Phase 5: Generate Report

Read references/5-report.md now and follow it — this phase's steps are in that file, not here. Read it again if the conversation was compacted or resumed during this phase.

Phase 6: Write and Gate

Read references/6-write-gate.md now and follow it — this phase's steps are in that file, not here. Read it again if the conversation was compacted or resumed during this phase.

Collaborative Protocol

Applies in collaborative mode (the default). For guided and autonomous modes, see .claude/docs/automation-modes.md — the rules below describe what collaborative mode requires, not universal behavior.

  • Never treat NOT RUN as automatic FAIL — record it as NOT RUN and let the developer confirm status manually. Unconfirmed NOT RUN yields NOT ASSESSED, not FAIL — and not a pass verdict either, which is what it used to yield.
  • Never auto-fix failures — report them and state what must be resolved. Do not attempt to edit source code or test files.
  • PASS WITH WARNINGS does not block QA hand-off — it records advisory gaps for /story-done to follow up on.
  • quick argument skips Phase 3 (coverage scan) and Phase 4 Batch 3. Use it for rapid re-checks after fixing a specific failure.
  • Use AskUserQuestion for all manual smoke check verification.
  • Never write the report without asking — Phase 6 requires explicit approval before any file is created.

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같은 저장소의 스킬

adopt

무료

Audit an existing project's design documents and supporting files to check whether their formats work with the template's skills. Get a numbered migration plan that prioritizes gaps and required changes, rather than simply listing what exists.

한국어 요약은 준비 중입니다. 영어 요약을 표시하고 있습니다.

  • Checking existing documents before adopting a project template
  • Auditing game design documents or architecture decision records
  • Prioritizing gaps in project tracking and configuration files
Donchitos/Claude-Code-Game-Studios2.7만2026년 10월 8일 업데이트

Document a technical decision in an architecture decision record, or ADR. Capture its context, alternatives, and consequences, assign a record number, and distinguish a proposed decision from an accepted one so dependent work reflects its actual status.

한국어 요약은 준비 중입니다. 영어 요약을 표시하고 있습니다.

  • Recording the reasons behind a technical choice
  • Documenting alternatives and consequences of a design decision
  • Creating numbered records alongside existing architecture decisions
Donchitos/Claude-Code-Game-Studios2.7만2026년 10월 8일 업데이트

Review whether game design requirements are covered by documented architecture decisions. Identify missing coverage, conflicting decisions, and engine compatibility concerns, with an optional matrix linking requirements to development stories and tests.

한국어 요약은 준비 중입니다. 영어 요약을 표시하고 있습니다.

  • Find game requirements without architecture decisions
  • Check for conflicts between architecture decisions
  • Review compatibility with the pinned engine version
Donchitos/Claude-Code-Game-Studios2.7만2026년 10월 8일 업데이트

art-bible

무료

Create a game's art direction document, defining its visual rules, mood, shapes, colors, and production standards. Review and approve sections individually, with guidance that connects character, environment, and interface design to the game's concept and technical constraints.

한국어 요약은 준비 중입니다. 영어 요약을 표시하고 있습니다.

  • Defining a game's core visual identity before asset production
  • Documenting character, environment, and interface design rules
  • Aligning asset standards with engine and performance limits
Donchitos/Claude-Code-Game-Studios2.7만2026년 10월 8일 업데이트

Audit game asset files for naming rules, size limits, formats, and broken references. Receive a report of measured violations and suggested fixes, with clear explanations of checks that lack data or cannot be assessed for the engine.

한국어 요약은 준비 중입니다. 영어 요약을 표시하고 있습니다.

  • Checking image and audio naming conventions
  • Finding files that exceed asset size limits
  • Investigating missing references and potentially unused assets
Donchitos/Claude-Code-Game-Studios2.7만2026년 10월 8일 업데이트

Turn game design documents and character profiles into asset specifications and image generation prompts. Define appearance, dimensions, file formats, and naming rules, then maintain an asset list that tracks progress and identifies shared assets.

한국어 요약은 준비 중입니다. 영어 요약을 표시하고 있습니다.

  • List the visual assets needed for a game
  • Define consistent character and environment asset specifications
  • Prepare image generation prompts from an art direction guide
Donchitos/Claude-Code-Game-Studios2.7만2026년 10월 8일 업데이트

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