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poorvith-mppoorvith-mp/skills-gamedev/skills/game-build-pipeline/SKILL.md

game-build-pipeline

Skill4 starsChanged 3 months agoMITView on GitHub

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.

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

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  • ≈1

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  1. Distinctive:

    Run the packaged game executable in an automated CI container:

    line 41

≈ “Common” is an estimate: at least 1 in 5 of the 350,495 skill files we read have a rule of the same kind, not the same words. “Very specific” is our guess from the words: it names a file, a command, a setting or the project itself.

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Files
SKILL.md

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:
        Unity.exe -batchmode -nographics -quit -projectPath ./ -executeMethod BuildScript.PerformWindowsBuild -logFile build.log
      • Unreal Engine:
        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):
      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)

# 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.

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