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.4---5# Game Build and Release Engineering67Produce one traceable game artefact, test it under release-like conditions, and promote that same artefact without hidden rebuilding.89## Use When10- Automating engine builds, packaging, signing, symbols, store/channel promotion, patches, or release trains.1112## Do Not Use When13- Gameplay implementation is the task.14- A current platform requirement has not been verified from an official source.1516## Required Inputs17Repository/tag, engine/toolchain locks, target matrix, build variants, dependencies/licences, secret/signing custody, test gates, distribution channels, patch/save policy, observability, and rollback objective.1819## Workflow201. Define a versioned build interface per engine and fail early on toolchain drift.212. Build in a clean environment; produce artefact, symbols, dependency lock, SBOM/licence record, checksum, provenance, and machine-readable manifest.223. Run automated, device, certification, install/upgrade, storage-pressure, offline, and crash-symbolication gates.234. Keep signing in the narrowest controlled boundary; record signer and result without exposing credentials.245. Promote the tested binary through environments/channels; never recompile after approval.256. Rehearse rollback, save compatibility, revoked credential, failed upload, partial rollout, and unavailable dependency.2627## Outputs28Build interface; CI configuration; release manifest; signed artefacts; symbols/checksums/SBOM; promotion ledger; certification evidence; rollback rehearsal.2930## References31- [Reproducible game release contract](references/reproducible-game-release-contract.md)32