Game Test Framework Setup
Workflow ID: gds-test-framework
Version: 1.0 (BMad v6)
Conventions
- Bare paths (e.g.
template.md) resolve from the skill root. {skill-root}resolves to this skill's installed directory (wherecustomize.tomllives).{project-root}-prefixed paths resolve from the project working directory.{skill-name}resolves to the skill directory's basename.
On Activation
Step 1: Resolve the Workflow Block
Run: uv run {project-root}/_bmad/scripts/resolve_customization.py --skill {skill-root} --project-root {project-root} --key workflow
If the script fails, resolve the workflow block yourself by reading these three files in base → team → user order and applying the same structural merge rules as the resolver:
{skill-root}/customize.toml— defaults{project-root}/_bmad/custom/{skill-name}.toml— team overrides{project-root}/_bmad/custom/{skill-name}.user.toml— personal overrides
Any missing file is skipped. Scalars override, tables deep-merge, arrays of tables keyed by code or id replace matching entries and append new entries, and all other arrays append.
Step 2: Execute Prepend Steps
Execute each entry in {workflow.activation_steps_prepend} in order before proceeding.
Step 3: Load Persistent Facts
Treat every entry in {workflow.persistent_facts} as foundational context you carry for the rest of the workflow run. Entries prefixed file: are paths or globs under {project-root} — load the referenced contents as facts. All other entries are facts verbatim.
Step 4: Load Config
Load config from {project-root}/_bmad/gds/config.yaml and resolve:
user_namecommunication_language
Step 5: Greet the User
Greet {user_name}, speaking in {communication_language}.
Step 6: Execute Append Steps
Execute each entry in {workflow.activation_steps_append} in order.
Activation is complete. If activation_steps_prepend or activation_steps_append were non-empty, confirm every entry was executed in order before proceeding. Do not begin the main workflow until all activation steps have been completed.
Goal
Initialize a production-ready game test framework for Unity, Unreal Engine, or Godot projects. This workflow scaffolds the complete testing infrastructure including unit tests, integration tests, and play mode tests appropriate for the detected game engine.
Role
You are a Game QA Architect specializing in test infrastructure. You detect the game engine in use, scaffold the appropriate test framework, generate working example tests, and produce documentation — leaving the team with a fully operational testing setup from day one.
WORKFLOW ARCHITECTURE
This workflow detects the game engine and creates all necessary test infrastructure files directly in the game project.
Primary Output: {test_dir}/README.md
Supporting Components:
- Validation:
{installed_path}/checklist.md
Knowledge Base References:
knowledge/unity-testing.mdknowledge/unreal-testing.mdknowledge/godot-testing.md
Load and resolve configuration from {module_config}:
output_folder: {from config}
user_name: {from config}
communication_language: {from config}
document_output_language: {from config}
game_dev_experience: {from config}
date: {system-generated}
Resolve workflow variables:
test_dir: "{project-root}/tests" # Root test directory
game_engine: "auto" # auto | unity | unreal | godot
test_framework: "auto" # auto | gut (godot) | unity-test-framework | unreal-automation
EXECUTION
Preflight Requirements
Critical: Verify these requirements before proceeding. If any fail, HALT and notify the user.
- Game project exists with identifiable engine
- No test framework already configured (check for existing test directories)
- Project structure is accessible
Step 1: Detect Game Engine
Actions
Identify Engine Type
Look for engine-specific files:
- Unity:
Assets/,ProjectSettings/ProjectSettings.asset,*.unityscene files - Unreal:
*.uproject,Source/,Config/DefaultEngine.ini - Godot:
project.godot,*.tscn,*.gdfiles
- Unity:
Verify Engine Version
- Unity: Check
ProjectSettings/ProjectVersion.txt - Unreal: Check
*.uprojectfile forEngineAssociation - Godot: Check
project.godotforconfig_version
- Unity: Check
Check for Existing Test Framework
- Unity: Check for
Tests/folder,*.Tests.asmdef - Unreal: Check for
Tests/in Source,*Tests.Build.cs - Godot: Check for
tests/folder, GUT plugin inaddons/gut/
- Unity: Check for
Halt Condition: If existing framework detected, offer upgrade path or HALT.
Step 2: Scaffold Framework
Unity Test Framework
Knowledge Base Reference: knowledge/unity-testing.md
Create Directory Structure
Assets/ ├── Tests/ │ ├── EditMode/ │ │ ├── EditModeTests.asmdef │ │ └── ExampleEditModeTest.cs │ └── PlayMode/ │ ├── PlayModeTests.asmdef │ └── ExamplePlayModeTest.csGenerate Assembly Definitions
EditModeTests.asmdef:{ "name": "EditModeTests", "references": ["<GameAssembly>"], "includePlatforms": ["Editor"], "defineConstraints": ["UNITY_INCLUDE_TESTS"], "optionalUnityReferences": ["TestAssemblies"] }PlayModeTests.asmdef:{ "name": "PlayModeTests", "references": ["<GameAssembly>"], "includePlatforms": [], "defineConstraints": ["UNITY_INCLUDE_TESTS"], "optionalUnityReferences": ["TestAssemblies"] }Generate Sample Tests
Edit Mode test example:
using NUnit.Framework; [TestFixture] public class DamageCalculatorTests { [Test] public void Calculate_BaseDamage_ReturnsCorrectValue() { // Arrange var calculator = new DamageCalculator(); // Act float result = calculator.Calculate(100f, 1f); // Assert Assert.AreEqual(100f, result); } }Play Mode test example:
using System.Collections; using NUnit.Framework; using UnityEngine; using UnityEngine.TestTools; public class PlayerMovementTests { [UnityTest] public IEnumerator Player_WhenInputApplied_Moves() { // Arrange var playerGO = new GameObject("Player"); var controller = playerGO.AddComponent<PlayerController>(); // Act controller.SetMoveInput(Vector2.right); yield return new WaitForSeconds(0.5f); // Assert Assert.Greater(playerGO.transform.position.x, 0f); // Cleanup Object.Destroy(playerGO); } }
Unreal Engine Automation
Knowledge Base Reference: knowledge/unreal-testing.md
Create Directory Structure
Source/ ├── <ProjectName>/ │ └── ... └── <ProjectName>Tests/ ├── <ProjectName>Tests.Build.cs └── Private/ ├── DamageCalculationTests.cpp └── PlayerCombatTests.cppGenerate Module Build File
<ProjectName>Tests.Build.cs:using UnrealBuildTool; public class <ProjectName>Tests : ModuleRules { public <ProjectName>Tests(ReadOnlyTargetRules Target) : base(Target) { PCHUsage = ModuleRules.PCHUsageMode.UseExplicitOrSharedPCHs; PublicDependencyModuleNames.AddRange(new string[] { "Core", "CoreUObject", "Engine", "<ProjectName>" }); PrivateDependencyModuleNames.AddRange(new string[] { "AutomationController" }); } }Generate Sample Tests
#include "Misc/AutomationTest.h" IMPLEMENT_SIMPLE_AUTOMATION_TEST( FDamageCalculationTest, "<ProjectName>.Combat.DamageCalculation", EAutomationTestFlags::ApplicationContextMask | EAutomationTestFlags::ProductFilter ) bool FDamageCalculationTest::RunTest(const FString& Parameters) { // Arrange float BaseDamage = 100.f; float CritMultiplier = 2.f; // Act float Result = UDamageCalculator::Calculate(BaseDamage, CritMultiplier); // Assert TestEqual("Critical hit doubles damage", Result, 200.f); return true; }
Godot GUT Framework
Knowledge Base Reference: knowledge/godot-testing.md
Create Directory Structure
project/ ├── addons/ │ └── gut/ (plugin files) ├── tests/ │ ├── unit/ │ │ └── test_damage_calculator.gd │ └── integration/ │ └── test_player_combat.gd └── gut_config.jsonGenerate GUT Configuration
gut_config.json:{ "dirs": ["res://tests/"], "include_subdirs": true, "prefix": "test_", "suffix": ".gd", "should_exit": true, "should_exit_on_success": true, "log_level": 1, "junit_xml_file": "results.xml" }Generate Sample Tests
tests/unit/test_damage_calculator.gd:extends GutTest var calculator: DamageCalculator func before_each(): calculator = DamageCalculator.new() func after_each(): calculator.free() func test_calculate_base_damage(): var result = calculator.calculate(100.0, 1.0) assert_eq(result, 100.0, "Base damage should equal input") func test_calculate_critical_hit(): var result = calculator.calculate(100.0, 2.0) assert_eq(result, 200.0, "Critical hit should double damage")
Step 3: Generate Documentation
Create tests/README.md with:
- Test framework overview for the detected engine
- Directory structure explanation
- Running tests locally
- CI integration commands
- Best practices for game testing
- Links to knowledge base fragments
Step 4: Deliverables
Primary Artifacts Created
- Directory Structure — Engine-appropriate test folders
- Configuration Files — Framework-specific config (asmdef, Build.cs, gut_config.json)
- Sample Tests — Working examples for unit and integration tests
- Documentation —
tests/README.md
Output Summary
After completing this workflow, provide a summary:
## Game Test Framework Scaffold Complete
**Engine Detected**: {Unity | Unreal | Godot}
**Framework**: {Unity Test Framework | Unreal Automation | GUT}
**Artifacts Created**:
- Test directory structure
- Framework configuration
- Sample unit tests
- Sample integration/play mode tests
- Documentation
**Next Steps**:
1. Review sample tests and adapt to your game
2. Run initial tests to verify setup
3. Use `test-design` workflow to plan comprehensive test coverage
4. Use `automate` workflow to generate additional tests
**Knowledge Base References Applied**:
- {engine}-testing.md
- qa-automation.md
- test-priorities.md
Validation
Refer to checklist.md for comprehensive validation criteria.
On Complete
Run: uv run {project-root}/_bmad/scripts/resolve_customization.py --skill {skill-root} --project-root {project-root} --key workflow.on_complete
If the resolved workflow.on_complete is non-empty, follow it as the final terminal instruction before exiting.