Game Build and Release Engineering
Produce one traceable game artefact, test it under release-like conditions, and promote that same artefact without hidden rebuilding.
Use When
- Automating engine builds, packaging, signing, symbols, store/channel promotion, patches, or release trains.
Do Not Use When
- Gameplay implementation is the task.
- A current platform requirement has not been verified from an official source.
Required Inputs
Repository/tag, engine/toolchain locks, target matrix, build variants, dependencies/licences, secret/signing custody, test gates, distribution channels, patch/save policy, observability, and rollback objective.
Workflow
- Define a versioned build interface per engine and fail early on toolchain drift.
- Build in a clean environment; produce artefact, symbols, dependency lock, SBOM/licence record, checksum, provenance, and machine-readable manifest.
- Run automated, device, certification, install/upgrade, storage-pressure, offline, and crash-symbolication gates.
- Keep signing in the narrowest controlled boundary; record signer and result without exposing credentials.
- Promote the tested binary through environments/channels; never recompile after approval.
- Rehearse rollback, save compatibility, revoked credential, failed upload, partial rollout, and unavailable dependency.
Outputs
Build interface; CI configuration; release manifest; signed artefacts; symbols/checksums/SBOM; promotion ledger; certification evidence; rollback rehearsal.
References
- Reproducible game release contract
1---2name: game-build-release-engineering3description: Use when creating reproducible Unity, Godot, Unreal, Android, iOS, or macOS game build pipelines, manifests, symbols, signing boundaries, artifact promotion, patching, certification, or rollback rehearsals.4metadata: {portable: true, compatible_with: [claude-code, codex]}5---67# Game Build and Release Engineering89Produce one traceable game artefact, test it under release-like conditions, and promote that same artefact without hidden rebuilding.1011## Use When12- Automating engine builds, packaging, signing, symbols, store/channel promotion, patches, or release trains.1314## Do Not Use When15- Gameplay implementation is the task.16- A current platform requirement has not been verified from an official source.1718## Required Inputs19Repository/tag, engine/toolchain locks, target matrix, build variants, dependencies/licences, secret/signing custody, test gates, distribution channels, patch/save policy, observability, and rollback objective.2021## Workflow221. Define a versioned build interface per engine and fail early on toolchain drift.232. Build in a clean environment; produce artefact, symbols, dependency lock, SBOM/licence record, checksum, provenance, and machine-readable manifest.243. Run automated, device, certification, install/upgrade, storage-pressure, offline, and crash-symbolication gates.254. Keep signing in the narrowest controlled boundary; record signer and result without exposing credentials.265. Promote the tested binary through environments/channels; never recompile after approval.276. Rehearse rollback, save compatibility, revoked credential, failed upload, partial rollout, and unavailable dependency.2829## Outputs30Build interface; CI configuration; release manifest; signed artefacts; symbols/checksums/SBOM; promotion ledger; certification evidence; rollback rehearsal.3132## References33- [Reproducible game release contract](references/reproducible-game-release-contract.md)34