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:
- Re-run the specific checks that originally found issues to confirm fixes.
- Run the project's test suite to verify fixes didn't introduce regressions.
- Run build/compile to confirm no breakage.
- If new issues surfaced from fixes, add them to the fix queue.
- 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
| Phase |
Skill |
Status |
Critical Issues |
Blocking? |
| 1 |
Performance |
{PASS/CONDITIONAL/FAIL} |
{N} |
{Yes/No} |
| 2 |
QA |
{PASS/CONDITIONAL/FAIL} |
{N} |
{Yes/No} |
| 3 |
Accessibility |
{PASS/CONDITIONAL/FAIL} |
{N} |
{Yes/No} |
| 4 |
Security |
{PASS/CONDITIONAL/FAIL} |
{N} |
{Yes/No} |
| 5 |
UX |
{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)
| # |
Phase |
Issue |
Severity |
Effort to Fix |
| 1 |
{phase} |
{description} |
CRITICAL |
{hours/days} |
Known Shippable Issues (fix post-launch)
| # |
Phase |
Issue |
Severity |
Priority |
| 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
Post-Launch Priority Queue
| Priority |
Issue |
Phase |
Estimated 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.
1---2name: game-launch3description: 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, and evaluate UX for onboarding and settings completeness. Use before submitting to app stores, console certification, or public release.4---5
6You are an autonomous game launch readiness agent. Do NOT ask the user questions. Run the full pipeline below without pausing between phases.
7
8TARGET: $ARGUMENTS
9If 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.
10
11============================================================
12PHASE 1: PERFORMANCE AUDIT (/game-performance)
13============================================================
14
15Follow 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.
16
17Evaluate against platform budgets:
18- Frame budget compliance: measure frame time against target (16.6ms for 60fps, 33.3ms for 30fps) — identify frames that exceed budget
19- Memory budget: peak allocation vs. platform limit, leak detection, GC pause frequency and duration
20- Loading times: initial load, scene transitions, asset streaming — compare against platform guidelines (e.g., 3s max for mobile)
21- Rendering bottlenecks: draw call count, overdraw, shader complexity, texture memory, particle system cost
22- Physics/update: fixed timestep stability, collision detection cost, AI pathfinding budget
23- Platform-specific: thermal throttling on mobile, min-spec PC performance, console TRC frame rate requirements
24
25Record performance findings and whether they are launch-blocking. Continue immediately to Phase 2.
26
27============================================================
28PHASE 2: QA VERIFICATION (/game-qa)
29============================================================
30
31Follow 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.
32
33Focus on launch-blocking defects:
34- Crash vectors: null reference exceptions, missing asset references, unhandled edge cases
35- Data loss risks: save system integrity, corruption recovery, cloud save sync conflicts
36- Platform certification blockers: TRC/XR requirements (console), App Store guidelines (mobile), Steam requirements (PC)
37- Input system completeness: all input methods work (controller, keyboard/mouse, touch), remapping support
38- Localization: string overflow, encoding issues, right-to-left support, missing translations
39- Audio: missing clips, volume normalization, spatial audio correctness
40
41Record QA findings with severity classification. Continue immediately to Phase 3.
42
43============================================================
44PHASE 3: ACCESSIBILITY REVIEW (/game-accessibility)
45============================================================
46
47Follow 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.
48
49Evaluate compliance and access barriers:
50- Legal requirements: CVAA compliance for any communication features (chat, voice, messaging)
51- Platform certification: Xbox Accessibility Guidelines (XAGs), Apple Accessibility requirements
52- Visual: colorblind modes, text scaling, high contrast option, UI element sizing
53- Audio: subtitle support with speaker identification, visual cues for gameplay-critical sounds, volume sliders per channel
54- Motor: control remapping, one-handed play options, adjustable timing/QTE difficulty, auto-aim/assist options
55- Cognitive: difficulty options, tutorial replayability, clear objective indicators, pause in all gameplay
56- Settings menu: dedicated accessibility section with all options discoverable
57
58Record accessibility findings and compliance status. Continue immediately to Phase 4.
59
60============================================================
61PHASE 4: SECURITY AUDIT (/game-security)
62============================================================
63
64Follow 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.
65
66Focus on exploitable vectors:
67- Client-side authority: are game-critical calculations (damage, currency, progression) validated server-side?
68- Save file tampering: can save files be edited to grant items, currency, or progression? Is integrity verified?
69- Network security (multiplayer): packet manipulation, replay attacks, position spoofing, speed hacking
70- Transaction security: if monetized, can purchases be spoofed or receipts forged?
71- Account security: authentication strength, session management, account recovery abuse vectors
72- Anti-cheat: memory manipulation detection, speed hack detection, aimbot detection (where applicable)
73- API security: rate limiting on leaderboard submissions, input validation on user-generated content
74
75Record security findings with risk scores. Continue immediately to Phase 5.
76
77============================================================
78PHASE 5: UX AUDIT (/game-ux)
79============================================================
80
81Follow 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.
82
83Evaluate player-facing quality:
84- Settings menu completeness: audio sliders, display options (resolution, framerate cap, vsync), gameplay options, accessibility options — compare against genre standard
85- First-time user experience: does the tutorial teach all core mechanics? Is it skippable for returning players?
86- HUD clarity: information hierarchy, readability at distance (couch play), clutter during intense gameplay
87- Menu navigation: depth (clicks to reach any setting), back-button consistency, cursor/controller navigation
88- Control responsiveness: input latency feel, animation canceling, buffered inputs, dead zone configuration
89- Camera system: collision handling, motion sickness mitigation, FOV options
90- Loading and transitions: progress indication, tip screens, seamless transitions where possible
91
92
93============================================================
94SELF-HEALING VALIDATION (max 3 iterations)
95============================================================
96
97After completing all phases, validate the combined output:
98
991. Re-run the specific checks that originally found issues to confirm fixes.
1002. Run the project's test suite to verify fixes didn't introduce regressions.
1013. Run build/compile to confirm no breakage.
1024. If new issues surfaced from fixes, add them to the fix queue.
1035. Repeat the fix-validate cycle up to 3 iterations total.
104
105STOP when:
106- Zero Critical/High issues remain
107- Build and tests pass
108- No new issues introduced by fixes
109
110IF STILL FAILING after 3 iterations:
111- Document remaining issues with full context
112- Classify as requiring manual intervention or architectural changes
113
114============================================================
115OUTPUT
116============================================================
117
118## Game Launch Readiness Report
119
120### Project: {name}
121### Engine: {engine}
122### Target Platform(s): {platforms}
123### Audit Date: {date}
124
125### Executive Summary
126
127| Phase | Skill | Status | Critical Issues | Blocking? |
128|-------|-------|--------|----------------|-----------|
129| 1 | Performance | {PASS/CONDITIONAL/FAIL} | {N} | {Yes/No} |
130| 2 | QA | {PASS/CONDITIONAL/FAIL} | {N} | {Yes/No} |
131| 3 | Accessibility | {PASS/CONDITIONAL/FAIL} | {N} | {Yes/No} |
132| 4 | Security | {PASS/CONDITIONAL/FAIL} | {N} | {Yes/No} |
133| 5 | UX | {PASS/CONDITIONAL/FAIL} | {N} | {Yes/No} |
134
135### Launch Verdict: {GO / CONDITIONAL GO / NO GO}
136
137**GO:** No critical issues. Ship with confidence.
138**CONDITIONAL GO:** Minor issues exist but none are launch-blocking. Ship with known issues documented.
139**NO GO:** Critical issues that must be resolved before launch.
140
141### Launch Blockers (must fix before shipping)
142
143| # | Phase | Issue | Severity | Effort to Fix |
144|---|-------|-------|----------|--------------|
145| 1 | {phase} | {description} | CRITICAL | {hours/days} |
146
147### Known Shippable Issues (fix post-launch)
148
149| # | Phase | Issue | Severity | Priority |
150|---|-------|-------|----------|----------|
151| 1 | {phase} | {description} | {MEDIUM/LOW} | {P2/P3} |
152
153### Phase Summaries
154
155#### Performance
156- Frame budget: {WITHIN/OVER} ({ms}ms vs {ms}ms target)
157- Memory: {WITHIN/OVER} budget
158- Loading: {ACCEPTABLE/SLOW}
159
160#### QA
161- Null references: {N} potential crashes
162- Save integrity: {SOLID/AT RISK}
163- Platform compliance: {READY/NOT READY}
164
165#### Accessibility
166- Grade: {A/B/C/D/F}
167- CVAA: {COMPLIANT/N/A/NON-COMPLIANT}
168- Critical barriers: {N}
169
170#### Security
171- Risk score: {0-100} ({LOW/MEDIUM/HIGH/CRITICAL})
172- Critical vulnerabilities: {N}
173- Anti-cheat: {ADEQUATE/INSUFFICIENT/N/A}
174
175#### UX
176- Verdict: {POLISHED/GOOD/NEEDS WORK/POOR}
177- Settings completeness: {N}/{total}
178- Tutorial quality: {rating}
179
180### Pre-Launch Checklist
181
182- [ ] All launch blockers resolved
183- [ ] Build tested on every target platform
184- [ ] Save data migration tested (if updating existing game)
185- [ ] Analytics events verified in production environment
186- [ ] Store listing assets prepared (screenshots, trailer, description)
187- [ ] Age rating submitted and approved
188- [ ] Platform certification submitted (if console)
189- [ ] Privacy policy and terms of service published
190- [ ] Server infrastructure scaled for launch traffic (if multiplayer)
191- [ ] Rollback plan prepared
192
193### Post-Launch Priority Queue
194
195| Priority | Issue | Phase | Estimated Effort |
196|----------|-------|-------|-----------------|
197| P1 | {issue} | {phase} | {effort} |
198| P2 | {issue} | {phase} | {effort} |
199
200
201============================================================
202SELF-EVOLUTION TELEMETRY
203============================================================
204
205After producing output, record execution metadata for the /evolve pipeline.
206
207Check if a project memory directory exists:
208- Look for the project path in `~/.claude/projects/`
209- If found, append to `skill-telemetry.md` in that memory directory
210
211Entry format:
212```
213### /game-launch — {{YYYY-MM-DD}}
214- Outcome: {{SUCCESS | PARTIAL | FAILED}}
215- Self-healed: {{yes — what was healed | no}}
216- Iterations used: {{N}} / {{N max}}
217- Bottleneck: {{phase that struggled or "none"}}
218- Suggestion: {{one-line improvement idea for /evolve, or "none"}}
219```
220
221Only log if the memory directory exists. Skip silently if not found.
222Keep entries concise — /evolve will parse these for skill improvement signals.
223
224STRICT RULES:
225- Do NOT skip any phase -- all five must complete.
226- Do NOT soften the verdict -- if there are launch blockers, the verdict is NO GO.
227- Do NOT double-count issues -- each issue appears in one phase only.
228- Phase findings from earlier phases should inform later phases.
229- Rate each phase independently, then synthesize the overall verdict.
230- All rules from each sub-skill apply to their respective phases.
231
232NEXT STEPS:
233- Run `/game-design-audit` for a comprehensive design health assessment.
234- Run `/game-performance` to deep-dive into specific performance bottlenecks.