# 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.

- Skill: `tinh2/game-launch` (Agent Skill)
- Install (CLI): `npx skillmds add tinh2/game-launch`
- Raw SKILL.md: https://api.skillmd.com/api/skills/tinh2/game-launch/raw
- Safety review: pending
- Works with: Claude Code, Claude.ai, OpenAI Codex
- Category: Web & Frontend
- Author: tinh2 (https://skillmd.com/u/tinh2)
- Updated: 2026-09-08
- Page: https://skillmd.com/skills/tinh2/game-launch

---


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.

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

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

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

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

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PHASE 5: UX AUDIT (/game-ux)
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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


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SELF-HEALING VALIDATION (max 3 iterations)
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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

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OUTPUT
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## 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

- [ ] 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

| Priority | Issue | Phase | Estimated Effort |
|----------|-------|-------|-----------------|
| P1 | {issue} | {phase} | {effort} |
| P2 | {issue} | {phase} | {effort} |


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SELF-EVOLUTION TELEMETRY
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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.

