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game-build-pipeline

Automate platform builds, asset cooking, console certification prep, and Steam or itch.io depot publishing.

Skill by poorvith-mp

IndexedMIT★ 5
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About

Automate platform builds, asset cooking, console certification prep, and Steam or itch.io depot publishing. Use when automating game builds, cooking, packaging, or Steam uploads.

Use cases: data

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What this skill can do and what it asks for, from its SKILL.md. Checked Oct 25, 2026.

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Network hosts it talks to 1

  • codeload.github.com · found in install command

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  • ~/.claude/skills/game-build-pipeline

What's inside

Skill name
game-build-pipeline
Description
Automate platform builds, asset cooking, console certification prep, and Steam or itch.io depot publishing. Use when automating game builds, cooking, packaging, or Steam uploads.
License
MIT
Instructions
115 lines in SKILL.md · view on GitHub

Files (3)

  • SKILL.md
  • routing.yaml · evals/
  • game-build-pipeline.skill

SKILL.md (first lines)

# game-build-pipeline

## Core Philosophy
Manually building a game—clicking "Build" in the Unity or Unreal editor, waiting 45 minutes on a workstation, manually zipping files, and uploading them through a web browser to Steam—is an amateur operational hazard. A game build pipeline is an automated, continuous software deployment factory. High-performance game studios automate multi-platform cross-compilation, asset cooking, console certification checks, automated smoke testing, and direct SteamPipe/itch.io depot deployment via headless CI/CD.

---

## 4-Step Automated Game Build & Deployment Pipeline

### Step 1: Headless Engine Compilation & Asset Cooking
1. **Headless Engine Invocation**:
   - Execute builds from command-line without GUI overhead:
     - *Unity*:
       ```bash
       Unity.exe -batchmode -nographics -quit -projectPath ./ -executeMethod BuildScript.PerformWindowsBuild -logFile build.log
       ```
     - *Unreal Engine*:
       ```bash
       RunUAT.bat BuildCookRun -project=Game.uproject -noP4 -platform=Win64 -clientconfig=Shipping -cook -build -stage -pak -archive
       ```
2. **Asset Cooking Optimization**:
   - Separate code compilation from asset cooking. Use persistent shared DDC (Derived Data Cache) in Unreal or Cache Server in Unity to reduce 2-hour asset cooking runs to under 8 minutes.

### Step 2: Multi-Platform Target Matrix
1. **Target Artifact Packaging**:
   - *Windows (Win64)*: Monolithic executable + packed asset bundles (`.pak` / `.pck`).
   - *macOS (Apple Silicon / Intel)*: Universal binary `.app` bundle, notarized via Apple Developer CLI (`xcrun notarytool`).
   - *Linux (Steam Deck / Proton)*: Standalone x86_64 ELF binary validated against SteamOS runtime.

### Step 3: Automated Platform Smoke Testing
1. **The Automated Headless Boot Test**:
   - Run the packaged game executable in an automated CI container:
     - Boot executable with `-autotest -benchmark -duration=30`.
     - Assert that process does not crash, loads the splash scene, initializes audio/graphics drivers, and exits cleanly with exit code 0.

### Step 4: SteamPipe & Itch.io Depot Publishing
1. **Automated Steam Publishing (`steamcmd`)**:
   - Script SteamPipe depot uploads using manifest scripts (`app_build.vdf`):
     ```bash
     steamcmd.exe +login "$STEAM_BUILD_USER" "$STEAM_BUILD_TOKEN" +run_app_build app_build.vdf +quit
     ```
   - Automatically push nightlies to internal Steam branch `internal-qa` with automated Slack notifications to testers.
2. **Itch.io Deployment (`butler`)**:
   - Push binary diffs instantly: `butler push ./dist/win64 developer/game:windows-beta`.

---

## Deliverable Format: Game CI/CD Pipeline Specification (`BUILD-PIPELINE.md`)

```markdown
# Automated Game Build & Depot Pipeline: [Game Title]

## 1. Build Runner & Infrastructure
- **CI Runner**: Self-hosted Windows 11 Enterprise worker (64GB RAM, 16-Core AMD Ryzen, NVMe SSD)
- **Build Trigger**: Git tags (`v*.*.*`) or scheduled nightly at 02:00 UTC
- **Engines Supported**: Unity 6 (6000.0) / Unreal Engine 5.4

## 2. Multi-Platform Build Targets
| Target Platform | Architecture | Output Packaging | Target Storefront |
|---|---|---|---|
| Windows | Win64 | Single Folder + `.pak` | Steam (Default branch) |
| Steam Deck / Linux| x86_64 | Native Linux + SteamOS | Steam (`steamdeck` branch) |
| macOS | Universal (ARM64) | Signed `.app` + DMG | Itch.io / Mac Store |

## 3. SteamPipe App Build Configuration (`app_build_12345.vdf`)
```vdf
"appbuild"
{
  "appid" "1234560"
  "desc" "Nightly Automated QA Build"
  "buildoutput" ".\steam_output"
  "contentroot" ".uild\Win64"
  "setlive" "qa-nightly"
  "depots"
  {
    "1234561" "depot_win64.vdf"
  }
}
```

## 4. Pipeline Execution Sequence
1. Git checkout clean tag.
2. Execute headless build script (`BuildScript.BuildWin64`).
3. Run automated 60-second headless boot smoke test.
4. If smoke test passes, execute `steamcmd` deployment to `qa-nightly`.
5. Post build artifact link and commit changelog to Slack `#game-builds`.
```

---

## Worked Example: Slashing Build Times from 90 to 14 Minutes

- **Challenge**: Studio team spent 1.5 hours waiting for daily builds on local machines; QA frequently received broken builds.
- **Solution**: Set up a dedicated self-hosted CI runner with an NVMe SSD raid array and shared shader/DDC caching. Automated build, test, and SteamPipe upload on every git push to `staging`.
- **Outcome**: Build turnaround dropped to 14 minutes; zero broken packages reached QA.

---

## Verification Checklist

- [ ] Builds execute headlessly from CLI with zero GUI dependency.
- [ ] Shared asset and shader cache enabled to optimize incremental cook times.
- [ ] Automated smoke test validates engine boots and terminates cleanly before store upload.
- [ ] SteamPipe uploads automated via `steamcmd` script without manual web intervention.
- [ ] macOS builds signed and notarized via Apple Developer tools.

---

## Anti-Patterns

- **Building on Developer Laptops**: Freezing an engineer's machine for 2 hours every time QA needs a test build.
- **Skipping Smoke Tests**: Uploading a build to Steam that crashes on launch due to a missing DLL or shader variant.
- **Hardcoding Steam Passwords**: Storing plaintext credentials in git rather than using ephemeral tokens or environment secrets.

From poorvith-mp/skills-gamedev, MIT.

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Last commit (this folder)
Sep 12, 2026 (1 month ago)
Last release
Oct 2, 2026 (27 days ago)

From GitHub (fetched Oct 24, 2026).

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License
MIT
First seen
Oct 24, 2026
Last checked
Oct 24, 2026

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game-build-pipeline skill. Agent Mart. https://agentmart.dev/skills/poorvith-mp-game-build-pipeline (last updated 2026-10-24)