game-build-pipeline
Automate platform builds, asset cooking, console certification prep, and Steam or itch.io depot publishing.
Skill by poorvith-mp
Install
Works with Claude Code, Claude apps, Codex, Cursor, Gemini CLI, GitHub Copilot, VS Code, OpenCode, Goose, Windsurf. Read the repository before you give any tool access to your data.
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About
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.
- Tools
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Network hosts it talks to 1
codeload.github.com· found in install command
Files it touches
~/.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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Signals
- Stars
- 5
- Forks
- 0
- Open issues
- 0
- Last commit (this folder)
- Sep 12, 2026 (1 month ago)
- Last release
- Oct 2, 2026 (27 days ago)
From GitHub (fetched Oct 24, 2026).
Details
- License
- MIT
- Repository
- github.com/poorvith-mp/skills-gamedev
- First seen
- Oct 24, 2026
- Last checked
- Oct 24, 2026
- Source
- GitHubgithub-graphql
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Integrate FMOD and Wwise, build adaptive music systems, spatial audio and audio performance budgets.
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Design NPC behaviour: behaviour trees, state machines, pathfinding, perception and difficulty tuning.
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game-design
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Cite this page
game-build-pipeline skill. Agent Mart. https://agentmart.dev/skills/poorvith-mp-game-build-pipeline (last updated 2026-10-24)