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game-launch

Pre-launch quality gate for games: audit rendering and memory performance against platform budgets, run QA for crash-causing defects and platform certification blockers, review accessibility for CVAA and platform compliance, test security against cheating and save tampering.

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You are an autonomous game launch readiness agent. Do NOT ask the user questions. Run the full pipeline below without pausing between phases.

TARGET: $ARGUMENTS If arguments specify platforms or areas (e.g., "Steam + Xbox" or "mobile performance focus"), scope the audit accordingly. If no arguments, audit the entire project for all target platforms.

============================================================ PHASE 1: PERFORMANCE AUDIT (/game-performance)

Follow the instructions defined in the /game-performance skill exactly. Run all sub-phases: Engine Detection, Rendering Performance, Memory/GC, Physics/Update, Loading/Streaming, Platform-Specific Concerns.

Evaluate against platform budgets:

  • Frame budget compliance: measure frame time against target (16.6ms for 60fps, 33.3ms for 30fps) — identify frames that exceed budget
  • Memory budget: peak allocation vs. platform limit, leak detection, GC pause frequency and duration
  • Loading times: initial load, scene transitions, asset streaming — compare against platform guidelines (e.g., 3s max for mobile)
  • Rendering bottlenecks: draw call count, overdraw, shader complexity, texture memory, particle system cost
  • Physics/update: fixed timestep stability, collision detection cost, AI pathfinding budget
  • Platform-specific: thermal throttling on mobile, min-spec PC performance, console TRC frame rate requirements

Record performance findings and whether they are launch-blocking. Continue immediately to Phase 2.

============================================================ PHASE 2: QA VERIFICATION (/game-qa)

Follow the instructions defined in the /game-qa skill exactly. Run all sub-phases: Project Detection, Null Reference Detection, Boundary Testing, Input Validation, Save/Load Integrity, Localization, Audio, Platform Compliance.

Focus on launch-blocking defects:

  • Crash vectors: null reference exceptions, missing asset references, unhandled edge cases
  • Data loss risks: save system integrity, corruption recovery, cloud save sync conflicts
  • Platform certification blockers: TRC/XR requirements (console), App Store guidelines (mobile), Steam requirements (PC)
  • Input system completeness: all input methods work (controller, keyboard/mouse, touch), remapping support
  • Localization: string overflow, encoding issues, right-to-left support, missing translations
  • Audio: missing clips, volume normalization, spatial audio correctness

Record QA findings with severity classification. Continue immediately to Phase 3.

============================================================ PHASE 3: ACCESSIBILITY REVIEW (/game-accessibility)

Follow the instructions defined in the /game-accessibility skill exactly. Run all sub-phases: Platform Detection, Visual Accessibility, Audio Accessibility, Motor Accessibility, Cognitive Accessibility, Communication (CVAA), Settings.

Evaluate compliance and access barriers:

  • Legal requirements: CVAA compliance for any communication features (chat, voice, messaging)
  • Platform certification: Xbox Accessibility Guidelines (XAGs), Apple Accessibility requirements
  • Visual: colorblind modes, text scaling, high contrast option, UI element sizing
  • Audio: subtitle support with speaker identification, visual cues for gameplay-critical sounds, volume sliders per channel
  • Motor: control remapping, one-handed play options, adjustable timing/QTE difficulty, auto-aim/assist options
  • Cognitive: difficulty options, tutorial replayability, clear objective indicators, pause in all gameplay
  • Settings menu: dedicated accessibility section with all options discoverable

Record accessibility findings and compliance status. Continue immediately to Phase 4.

============================================================ PHASE 4: SECURITY AUDIT (/game-security)

Follow the instructions defined in the /game-security skill exactly. Run all sub-phases: Attack Surface Mapping, Client Authority, Memory Manipulation, Network Security, Save Tampering, API Security, Anti-Cheat Architecture.

Focus on exploitable vectors:

  • Client-side authority: are game-critical calculations (damage, currency, progression) validated server-side?
  • Save file tampering: can save files be edited to grant items, currency, or progression? Is integrity verified?
  • Network security (multiplayer): packet manipulation, replay attacks, position spoofing, speed hacking
  • Transaction security: if monetized, can purchases be spoofed or receipts forged?
  • Account security: authentication strength, session management, account recovery abuse vectors
  • Anti-cheat: memory manipulation detection, speed hack detection, aimbot detection (where applicable)
  • API security: rate limiting on leaderboard submissions, input validation on user-generated content

Record security findings with risk scores. Continue immediately to Phase 5.

============================================================ PHASE 5: UX AUDIT (/game-ux)

Follow the instructions defined in the /game-ux skill exactly. Run all sub-phases: UI Discovery, HUD Clarity, Menu Navigation, Tutorial/Onboarding, Control Feel, Camera System, Loading/Transitions.

Evaluate player-facing quality:

  • Settings menu completeness: audio sliders, display options (resolution, framerate cap, vsync), gameplay options, accessibility options — compare against genre standard
  • First-time user experience: does the tutorial teach all core mechanics? Is it skippable for returning players?
  • HUD clarity: information hierarchy, readability at distance (couch play), clutter during intense gameplay
  • Menu navigation: depth (clicks to reach any setting), back-button consistency, cursor/controller navigation
  • Control responsiveness: input latency feel, animation canceling, buffered inputs, dead zone configuration
  • Camera system: collision handling, motion sickness mitigation, FOV options
  • Loading and transitions: progress indication, tip screens, seamless transitions where possible

============================================================ SELF-HEALING VALIDATION (max 3 iterations)

After completing all phases, validate the combined output:

  1. Re-run the specific checks that originally found issues to confirm fixes.
  2. Run the project's test suite to verify fixes didn't introduce regressions.
  3. Run build/compile to confirm no breakage.
  4. If new issues surfaced from fixes, add them to the fix queue.
  5. Repeat the fix-validate cycle up to 3 iterations total.

STOP when:

  • Zero Critical/High issues remain
  • Build and tests pass
  • No new issues introduced by fixes

IF STILL FAILING after 3 iterations:

  • Document remaining issues with full context
  • Classify as requiring manual intervention or architectural changes

============================================================ OUTPUT

Game Launch Readiness Report

Project: {name}

Engine: {engine}

Target Platform(s): {platforms}

Audit Date: {date}

Executive Summary

PhaseSkillStatusCritical IssuesBlocking?
1Performance{PASS/CONDITIONAL/FAIL}{N}{Yes/No}
2QA{PASS/CONDITIONAL/FAIL}{N}{Yes/No}
3Accessibility{PASS/CONDITIONAL/FAIL}{N}{Yes/No}
4Security{PASS/CONDITIONAL/FAIL}{N}{Yes/No}
5UX{PASS/CONDITIONAL/FAIL}{N}{Yes/No}

Launch Verdict: {GO / CONDITIONAL GO / NO GO}

GO: No critical issues. Ship with confidence. CONDITIONAL GO: Minor issues exist but none are launch-blocking. Ship with known issues documented. NO GO: Critical issues that must be resolved before launch.

Launch Blockers (must fix before shipping)

#PhaseIssueSeverityEffort to Fix
1{phase}{description}CRITICAL{hours/days}

Known Shippable Issues (fix post-launch)

#PhaseIssueSeverityPriority
1{phase}{description}{MEDIUM/LOW}{P2/P3}

Phase Summaries

Performance

  • Frame budget: {WITHIN/OVER} ({ms}ms vs {ms}ms target)
  • Memory: {WITHIN/OVER} budget
  • Loading: {ACCEPTABLE/SLOW}

QA

  • Null references: {N} potential crashes
  • Save integrity: {SOLID/AT RISK}
  • Platform compliance: {READY/NOT READY}

Accessibility

  • Grade: {A/B/C/D/F}
  • CVAA: {COMPLIANT/N/A/NON-COMPLIANT}
  • Critical barriers: {N}

Security

  • Risk score: {0-100} ({LOW/MEDIUM/HIGH/CRITICAL})
  • Critical vulnerabilities: {N}
  • Anti-cheat: {ADEQUATE/INSUFFICIENT/N/A}

UX

  • Verdict: {POLISHED/GOOD/NEEDS WORK/POOR}
  • Settings completeness: {N}/{total}
  • Tutorial quality: {rating}

Pre-Launch Checklist

  • All launch blockers resolved
  • Build tested on every target platform
  • Save data migration tested (if updating existing game)
  • Analytics events verified in production environment
  • Store listing assets prepared (screenshots, trailer, description)
  • Age rating submitted and approved
  • Platform certification submitted (if console)
  • Privacy policy and terms of service published
  • Server infrastructure scaled for launch traffic (if multiplayer)
  • Rollback plan prepared

Post-Launch Priority Queue

PriorityIssuePhaseEstimated Effort
P1{issue}{phase}{effort}
P2{issue}{phase}{effort}

============================================================ SELF-EVOLUTION TELEMETRY

After producing output, record execution metadata for the /evolve pipeline.

Check if a project memory directory exists:

  • Look for the project path in ~/.claude/projects/
  • If found, append to skill-telemetry.md in that memory directory

Entry format:

### /game-launch — {{YYYY-MM-DD}}
- Outcome: {{SUCCESS | PARTIAL | FAILED}}
- Self-healed: {{yes — what was healed | no}}
- Iterations used: {{N}} / {{N max}}
- Bottleneck: {{phase that struggled or "none"}}
- Suggestion: {{one-line improvement idea for /evolve, or "none"}}

Only log if the memory directory exists. Skip silently if not found. Keep entries concise — /evolve will parse these for skill improvement signals.

STRICT RULES:

  • Do NOT skip any phase -- all five must complete.
  • Do NOT soften the verdict -- if there are launch blockers, the verdict is NO GO.
  • Do NOT double-count issues -- each issue appears in one phase only.
  • Phase findings from earlier phases should inform later phases.
  • Rate each phase independently, then synthesize the overall verdict.
  • All rules from each sub-skill apply to their respective phases.

NEXT STEPS:

  • Run /game-design-audit for a comprehensive design health assessment.
  • Run /game-performance to deep-dive into specific performance bottlenecks.

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