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jammyfujammyfu/open-game-skills/skills/disciplines/game-qa/SKILL.md

game-qa

Skill12 starsChanged 23 days agoMITView on GitHub

Use when a game build, feature, regression, device/input combination, interruption path, soak run, or release claim needs a named QA pass with inspectable evidence.

4 other projects use a version of this.

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The file

We split this skill into the rules it gives an agent

1 rule. 0 are common, 1 is distinctive, and 0 are very specific to this project.

  • 0

    Common

    Most of the 3 edited versions we read keep these.

  • 1

    Distinctive

    This author's own choices. Worth a look.

  • 0

    Very specific

    Tied to their project's names, files or tools. Probably skip.

  • Common
  • Distinctive
  • Very specific
  1. Distinctive:

    Every executed row records at least:

    line 28

“Common” is measured: kept by at least 6 in 10 of the 3 edited versions of this file we could read. “Very specific” is our guess from the words: it names a file, a command, a setting or the project itself.

Keep what fits and drop the rest. Your version, ready for your agents.
Files
SKILL.md

Game QA

This skill owns the QA pass taxonomy and the evidence card used by QA-oriented compatibility entries such as test-matrix. It does not own gameplay success criteria (gameplay-validation), performance budgets (performance-budget), or vendor certification requirements.

Pass taxonomy

PassQuestion
smokeCan this exact build boot and reach the intended entry path?
functionalDoes the named feature satisfy its published contract?
regressionDo selected previously-green contracts remain green?
combinationDo interacting features/inputs/lifecycle events still compose?
playtestCan the intended player complete the target experience?
soakDoes the build remain stable over the published duration/workload?
device-matrixDoes the target device/capability class meet its published contracts?
input-matrixDo supported devices, remaps, hot-plug and context changes behave correctly?
interruptDoes suspend/resume, focus loss, device loss, overlay or equivalent lifecycle recover legally?

A project may add passes, but each pass gets a unique name and acceptance contract rather than redefining another pass silently.

Evidence card

Every executed row records at least:

case/pass id
build id + commit/version
platform/target + device/input
configuration/difficulty + QA/debug state
result: pass | fail | blocked | not-run
artifact/evidence reference
known deviations + untested remainder

pass means the stated row ran and met its criteria. A unit/static check, screenshot, capture, or telemetry counter cannot be substituted for a different evidence class.

Rules

  1. Separate product defect, expected design, player strategy, harness failure, environment/setup failure and tool failure.
  2. A fix gets a stable regression case ID when recurrence would matter.
  3. Combination coverage is selected from real interaction risk, not an assertion that every pair must be tested.
  4. gameplay-validation owns human/agent completion claims; automation may support them but does not silently convert functional evidence into playtest evidence.
  5. cert-handoff provides lifecycle/cert-relevant event contracts; platform/vendor requirement sources remain external and versioned.
  6. Release decisions consume these cards through ship-checklist; QA itself does not claim “ship” because one pass is green.

Accept

A reviewer can identify the exact build, target, pass, configuration, result, evidence and untested remainder. Re-running the same case against another build creates another evidence record rather than overwriting history.

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