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scotidevscotidev/GameDevStudio/.agents/skills/team-polish/SKILL.md

team-polish

Skill1 starsChanged 8 months agoMITView on GitHub

Orchestrate the polish team: coordinates performance-analyst, technical-artist, sound-designer, and qa-tester to optimize, polish, and harden a feature or area for release quality.

14 other projects use a version of this, 8 of them edited.

Adopted by

Most recently taken up by

Used with

Projects with it also use asset-spec, create-control-manifest and 10 more.

Other files people use alongside this one.

Files found in the same public projects as a version of this one, more often than they turn up anywhere else. Each project counts once, large collections count for less, and this file's own repository is left out.
  • lilangMaxSkill

    asset-spec

    Generate per-asset visual specifications and AI generation prompts from GDDs, level docs, or character profiles. Produces structured spec files and updates the master asset manifest. Run after art bible and GDD/level design are approved, before production begins.

    Also in 10 projects that use this

  • lilangMaxSkill

    create-control-manifest

    After architecture is complete, produces a flat actionable rules sheet for programmers — what you must do, what you must never do, per system and per layer. Extracted from all Accepted ADRs, technical preferences, and engine reference docs. More immediately actionable than ADRs (which explain why).

    Also in 10 projects that use this

  • +10 more from lilangMax

The file

We split this skill into the rules it gives an agent

11 rules. 9 are common, 2 are distinctive, and 0 are very specific to this project.

  • 9

    Common

    Most of the 11 edited versions we read keep these.

  • 2

    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. Common:

    When this skill is invoked, orchestrate the polish team through a structured pipeline.

    line 8
  2. Common:

    Use the Task tool to spawn each team member as a subagent:

    line 23
  3. Distinctive:

    Always provide full context in each agent's prompt (target feature/area, performance budgets, known issues).

    line 29
  4. Distinctive:

    Verify optimizations don't change gameplay behavior

    line 46
  5. Common:

    Add screen shake, camera effects, and visual juice where appropriate

    line 53
  6. Common:

    Ensure effects degrade gracefully on lower settings

    line 54
  7. Common:

    Check audio mix levels — nothing too loud or too quiet relative to the mix

    line 60
  8. Common:

    Add ambient audio layers for atmosphere

    line 61
  9. Common:

    Verify audio plays correctly with spatial positioning

    line 62
  10. Common:

    Test all edge cases: boundary conditions, rapid inputs, unusual sequences

    line 67
  11. Common:

    Test on minimum spec hardware (if available)

    line 71

“Common” is measured: kept by at least 6 in 10 of the 11 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

When this skill is invoked, orchestrate the polish team through a structured pipeline.

Decision Points: At each phase transition, use AskUserQuestion to present the user with the subagent's proposals as selectable options. Write the agent's full analysis in conversation, then capture the decision with concise labels. The user must approve before moving to the next phase.

Team Composition

  • performance-analyst — Profiling, optimization, memory analysis, frame budget
  • technical-artist — VFX polish, shader optimization, visual quality
  • sound-designer — Audio polish, mixing, ambient layers, feedback sounds
  • qa-tester — Edge case testing, regression testing, soak testing

How to Delegate

Use the Task tool to spawn each team member as a subagent:

  • subagent_type: performance-analyst — Profiling, optimization, memory analysis
  • subagent_type: technical-artist — VFX polish, shader optimization, visual quality
  • subagent_type: sound-designer — Audio polish, mixing, ambient layers
  • subagent_type: qa-tester — Edge case testing, regression testing, soak testing

Always provide full context in each agent's prompt (target feature/area, performance budgets, known issues). Launch independent agents in parallel where the pipeline allows it (e.g., Phases 3 and 4 can run simultaneously).

Pipeline

Phase 1: Assessment

Delegate to performance-analyst:

  • Profile the target feature/area using /perf-profile
  • Identify performance bottlenecks and frame budget violations
  • Measure memory usage and check for leaks
  • Benchmark against target hardware specs
  • Output: performance report with prioritized optimization list

Phase 2: Optimization

Delegate to performance-analyst (with relevant programmers as needed):

  • Fix performance hotspots identified in Phase 1
  • Optimize draw calls, reduce overdraw
  • Fix memory leaks and reduce allocation pressure
  • Verify optimizations don't change gameplay behavior
  • Output: optimized code with before/after metrics

Phase 3: Visual Polish (parallel with Phase 2)

Delegate to technical-artist:

  • Review VFX for quality and consistency with art bible
  • Optimize particle systems and shader effects
  • Add screen shake, camera effects, and visual juice where appropriate
  • Ensure effects degrade gracefully on lower settings
  • Output: polished visual effects

Phase 4: Audio Polish (parallel with Phase 2)

Delegate to sound-designer:

  • Review audio events for completeness (are any actions missing sound feedback?)
  • Check audio mix levels — nothing too loud or too quiet relative to the mix
  • Add ambient audio layers for atmosphere
  • Verify audio plays correctly with spatial positioning
  • Output: audio polish list and mixing notes

Phase 5: Hardening

Delegate to qa-tester:

  • Test all edge cases: boundary conditions, rapid inputs, unusual sequences
  • Soak test: run the feature for extended periods checking for degradation
  • Stress test: maximum entities, worst-case scenarios
  • Regression test: verify polish changes haven't broken existing functionality
  • Test on minimum spec hardware (if available)
  • Output: test results with any remaining issues

Phase 6: Sign-off

  • Collect results from all team members
  • Compare performance metrics against budgets
  • Report: READY FOR RELEASE / NEEDS MORE WORK
  • List any remaining issues with severity and recommendations

Output

A summary report covering: performance before/after metrics, visual polish changes, audio polish changes, test results, and release readiness assessment.

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