Testland
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qa-game

Game engine testing (Unity, Unreal, Godot), platform certification overview (Sony TRC, Nintendo Lotcheck, MS XR, Steam Direct), multiplayer state machine coverage, and gameplay recording/replay

Install this plugin

/plugin install qa-game@testland-qa

Part of role bundle: qa-role-mobile-desktop

qa-game

Game engine testing (Unity, Unreal, Godot), platform certification overview (Sony TRC, Nintendo Lotcheck, MS XR, Steam Direct), multiplayer state machine coverage, and gameplay recording/replay

Components

TypeNameDescription
skillgame-test-categories-referenceSix canonical game-test categories (functional / compliance / compatibility / performance / localization / accessibility) plus multiplayer + content-rating cross-axes, cross-referenced to Xbox XR / Sony TRC / Nintendo Lotcheck / Steam Direct vocabulary
skillplatform-cert-overview-referenceSubmission workflow, severity vocab, bench matrix, and SLAs across Microsoft Xbox (XR v16.1), Sony TRC, Nintendo Lotcheck, and Steam Direct. Public sources inline; gated NDA portals cited by stable ID
skillunity-test-frameworkUnity game-engine Test Framework (com.unity.test-framework v1.8): EditMode vs PlayMode, NUnit 3.5 assertions, [Test] / [UnityTest] / [UnityPlatform] attributes, batch-mode CLI, CI integration. Distinct from the ThrowTheSwitch Unity C library covered by qa-embedded/unity-test-framework-c
skillunreal-automation-systemUnreal Engine Automation Test Framework: five test categories (Unit / Feature / Smoke / Content Stress / Screenshot), IMPLEMENT_SIMPLE/COMPLEX_AUTOMATION_TEST macros, BDD-style Automation Spec (Describe / It / LatentIt), Automation Driver UI input simulation, Session Frontend, command-line -ExecCmds Automation invocation
skillgodot-gut-testsAuthor and run GUT (Godot Unit Test) for GDScript: install via Asset Library, extends GutTest + test_* methods, before_each / after_each lifecycle, parameterised tests, doubles + stubs + spies, command-line runner (-d -s addons/gut/gut_cmdln.gd -gdir=res://test -gjunit_xml_file -gexit), JUnit XML, CI integration. Godot 4.x = GUT 9.x; Godot 3.x = GUT 7.x
skillmultiplayer-state-machine-coverageBuild a coverage matrix for connect / authority-handoff / disconnect / reconnect / host-migration paths across Unity NGO, Unreal replication, and Mirror Networking; cross with latency / loss / drop fault matrix; map to Xbox XR-067 / XR-074 / XR-064 / XR-045 / XR-015 cert clauses; emit go / no-go gate
skillgameplay-recording-replayBuild a deterministic gameplay record/replay artefact for regression tests, bug repros, or spectator/esports - Unity InputEventTrace, Unreal Replay System (DemoRec / DemoPlay / NetworkReplayStreamer), Godot community deterministic-RNG + InputEvent pattern. CI loop hashes final state vs baseline; replay header pins build hash + format version
agentgame-test-scenario-authorAuthors one game-engine test scenario per spec - detects engine from project markers (Unity ProjectSettings, Unreal *.uproject, Godot project.godot), picks Unity Test Framework / Unreal Automation / Godot GUT, pairs with gameplay-recording-replay artefacts when present
agentgame-test-scaffolderDetects the engine and emits a new test directory structure (Unity EditMode/PlayMode, Unreal, Godot GUT).
agentplatform-cert-checklist-authorTranslates a target console/store platform into a certification checklist mapped to test categories.
skillgame-perf-profilingGame performance profiling + budgets: frame-time, Unity Profiler / Performance Testing, Unreal Insights.

Install

/plugin marketplace add testland/qa
/plugin install qa-game@testland-qa

Skills

game-perf-profiling

Profiles game builds against frame-time, memory, GPU draw-call, and GC-spike budgets using Unity Profiler + Profile Analyzer + Performance Testing package and Unreal Insights + stat commands. Establishes pass/fail thresholds (16.6 ms at 60 fps, 33.3 ms at 30 fps), writes automated performance regression tests that run in CI, and emits a structured budget report per SKU. Use when a title must hit a declared frame-time or memory budget before a milestone gate or platform-cert submission, or when a recent change needs a performance regression check.

game-test-categories-reference

Pure-reference catalog of the testing categories that apply to a video-game build before it ships. Defines the six canonical buckets the industry tests against - functional / compliance / compatibility / performance / localization / accessibility - plus the multiplayer and content-rating sub-axes. Cross-references each bucket to the platform-holder vocabulary that drives it (Microsoft Xbox Requirements / XR test cases, Sony TRC, Nintendo Lotcheck, Steam Direct review). Use as the taxonomy lookup when planning a game test pass, scoping QA effort, or mapping platform-cert findings back to internal test categories. Pairs with platform-cert-overview-reference for the platform-by-platform submission process.

gameplay-recording-replay

Build a deterministic gameplay record/replay test artefact for Unity, Unreal, or Godot - record a player session, save it to disk, replay it bit-for-bit, and assert that the resulting game state matches the original. Covers Unity Input System's InputEventTrace API (Enable / Disable / WriteTo / ReadFrom / Replay) for input-level capture, Unreal's Replay System (DemoRec / DemoPlay / DemoStop console commands plus DemoNetDriver + NetworkReplayStreamer, default storage at %LOCALAPPDATA%/<Project>/Saved/Demos) for replication-stream capture, and Godot's community-pattern deterministic-RNG + input-script replay since Godot ships no first-party replay system. Use when authoring a regression-test artefact for player-recorded sessions, building a netcode replay for spectator / esports, or producing reproducible bug repros for cert teams.

godot-gut-tests

Author and run GUT (Godot Unit Test) - the community-canonical GDScript test framework at github.com/bitwes/Gut and gut.readthedocs.io. Covers install (Godot Asset Library or manual `addons/gut/` copy + plugin enable), GUT panel inside the editor, writing tests that extend GutTest with `test_` prefix methods, the assertion family (assert_eq / assert_almost_eq / assert_true / assert_signal_emitted), lifecycle hooks (before_each / after_each / before_all / after_all), inner classes for grouping, parameterized tests via `params=[...]`, doubles / stubs / spies, async / coroutine tests, the command-line runner (`-d -s addons/gut/gut_cmdln.gd -gdir=res://test -gjunit_xml_file=... -gexit`), JUnit XML export, and CI integration. Godot 4.x uses GUT 9.x (current main branch supports 4.6.x; godot_4_7 branch for 4.7.x); Godot 3.x uses GUT 7.x. Use when the unit under test is GDScript code in a Godot project.

multiplayer-state-machine-coverage

Build a coverage matrix for a networked-game state machine that exercises connect / authority-handoff / disconnect / reconnect / host-migration paths across Unity Netcode for GameObjects, Unreal Engine replication, and Mirror Networking. Workflow: enumerate the engine's connection states + ownership states + replicated-property update rules, cross them against latency / loss / out-of-order packet injection, encode each combination as a test fixture, and emit a go / no-go gate. Use before submitting a multiplayer title to platform cert - Microsoft's cert guide lists 'Multiplayer does not work as expected' as one of the most common Hold reasons, and Xbox XR-067 (MPSD session state) is failed by uncovered state-machine paths.

platform-cert-overview-reference

Pure-reference catalog of the four platform-holder certification regimes a multi-platform title submits to before release: Microsoft Xbox Requirements (XR) / Xbox certification on learn.microsoft.com, Sony Technical Requirements Checklist (TRC) on the gated PlayStation DevNet portal, Nintendo Lotcheck on the gated Nintendo Developer Portal, and Steam Direct review on partner.steamgames.com. Documents the submission workflow, severity / pass-fail vocabulary, test-bench configurations, and known SLAs for each platform. Cites public sources inline; cites gated NDA portals by stable ID per PLUGIN_AUTHORING.md Step 4 fallback. Use when planning a cert calendar, mapping internal QA findings to the platform's vocabulary, or sequencing submissions across platforms.

unity-test-framework

Author and run the Unity game-engine Test Framework (`com.unity.test-framework`, currently v1.8). Distinct from the ThrowTheSwitch Unity C testing library at throwtheswitch.org/unity (covered by `qa-embedded/unity-test-framework-c` in this marketplace) - the two tools share only a name. Covers package install via Package Manager, the EditMode vs PlayMode split, the [Test] / [UnityTest] / [SetUp] / [TearDown] / [UnityPlatform] attributes, assembly-definition setup (Editor folder vs asmdef with `includePlatforms` / `optionalUnityReferences: [TestAssemblies]`), Test Runner window, command-line batch invocation with `-runTests` / `-testPlatform` / `-testResults` / `-testFilter` / `-testCategory`, NUnit 3.5 assertion API, and CI integration. Use when the unit under test is C# Unity code that needs to exercise the Unity runtime or editor.

unreal-automation-system

Author and run Unreal Engine's Automation Test Framework - Epic's C++ test framework for UE 4.x / 5.x, documented at dev.epicgames.com/documentation/en-us/unreal-engine. Covers the five test categories Epic defines (Unit / Feature / Smoke / Content Stress / Screenshot Comparison), the IMPLEMENT_SIMPLE_AUTOMATION_TEST and IMPLEMENT_COMPLEX_AUTOMATION_TEST macros, the BDD-style Automation Spec API (DEFINE_SPEC / BEGIN_DEFINE_SPEC / Describe / It / BeforeEach / LatentIt / xIt), latent commands (ADD_LATENT_AUTOMATION_COMMAND), the Automation Driver for UI input simulation (IAutomationDriverModule::Get().CreateDriver(), By::Id / By::Path locators), running via Session Frontend (Window > Test Automation) and command line (-ExecCmds="Automation RunTests …"), and CI integration. Use when the unit under test is C++ Unreal code that needs the UE runtime, editor, or UMG UI surface.

Agents

game-test-scaffolder

Scaffolder that emits a from-zero game test project structure for the detected engine: Unity `Assets/Tests/EditMode` + `PlayMode` folders with `.asmdef` files, Unreal `Source/<Module>/Tests/` with a starter `.cpp` + module `Build.cs` additions, or Godot `test/` tree with `addons/gut/` placement and a `.gutconfig.json`. Distinct from `game-test-scenario-author` (that agent authors individual test scenarios inside an existing test project) - this agent creates the project scaffold before any scenarios exist. Use when starting a brand-new game test project after the engine has been identified.

game-test-scenario-author

Action-taking agent that authors one game-engine test SCENARIO file per behavior spec - detects the engine from project markers (Unity ProjectSettings/ProjectVersion.txt, Unreal *.uproject, Godot project.godot) and selects: Unity Test Framework ([Test] EditMode or [UnityTest] PlayMode + IEnumerator), Unreal Automation (IMPLEMENT_SIMPLE_AUTOMATION_TEST + RunTest), or Godot GUT (extends GutTest + assert_eq). Pairs with gameplay-recording-replay artefacts when present. Distinct from qa-shift-left/spec-to-suite-orchestrator (language-agnostic skeleton) - narrower scope, scenario-based not unit-method, game engines only. Use when adding one new game-test scenario.

platform-cert-checklist-author

Translates a target console or store platform (Xbox, PlayStation, Nintendo Switch, Steam) into a certification checklist: per-platform requirement items (XR numbers, TRC categories, Lotcheck buckets, Steam review gates) each mapped to one or more of the six canonical test categories defined in game-test-categories-reference. Use when a QA lead needs a ready-to-run pre-submission checklist for a specific platform, when a submission is approaching and the team needs to confirm internal coverage maps to the platform holder's requirements, or when game-test-scenario-author hands off a cert-checklist request.