team-polish
Skill118 starsChanged 9 days 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, 10 of them edited.
Adopted by
Most recently taken up by
- Donchitos/Claude-Code-Game-Studiosedited, first seen Oct 19, 2026
- venus2099/codex-game-studiosedited, first seen Oct 17, 2026
- ShiningPlague/shiningplague-studiotheir own version, first seen Oct 11, 2026
- Swih/godot-foundryedited, first seen Oct 11, 2026
- scotidev/GameDevStudioedited, first seen Oct 9, 2026
- HunLuanZhiZhu/Game-Studios-Pluginedited, first seen Oct 5, 2026
Other versions14 projects use a version of this.
Word for word · 0
None found.
Edited · 10
- Donchitos/Claude-Code-Game-Studios★ 27k20% same
- CoralGame/Claude-Code-Game-Studios★ 1993% same
- dawn840705/codex-code-studios★ 1795% same
- lilangMax/ClaudeCodeGameStudios★ 898% same
- hongyuanc/codex-game-studios★ 542% same
- dawn840705/claude-code-studios★ 198% same
- HunLuanZhiZhu/Game-Studios-Plugin★ 184% same
- scotidev/GameDevStudio★ 193% same
- Swih/godot-foundry★ 193% same
- venus2099/codex-game-studios★ 120% same
Wrote their own version · 4
- pixel-cellar/Claude-Code-Game-Studios★ 324same name
- cenconq25/claude-code-app-studio★ 40same name
- CodePhobiia/claude-roblox-game-studio★ 9same name
- ShiningPlague/shiningplague-studio★ 0same name
How matches are found. Word for word: the exact same text. Edited: shares passages with this file (“99% same” means 99% of its five-word phrases also appear here; 10% or more counts). Their own version: similar meaning, or, weakest, the same name. We can’t tell which project had it first. Projects are counted among the 200 most-starred candidates, and mentions are links to the repository we found, up to 50 per site, so both counts are a floor.
In this repository83 other files it gives its agents.
- AGENTS.mdAGENTS.md
- design/AGENTS.mdAGENTS.md
- docs/AGENTS.mdAGENTS.md
- skill-testing-framework/AGENTS.mdAGENTS.md
- src/AGENTS.mdAGENTS.md
- .cursor/rules/ocgs-framework.mdcCursor rule
- adoptSkill
- architecture-decisionSkill
- architecture-reviewSkill
- art-bibleSkill
- art-generateSkill
- asset-auditSkill
- asset-specSkill
- automated-smoke-testSkill
- autopilot-playtestSkill
- balance-checkSkill
- bug-reportSkill
- bug-triageSkill
- changelogSkill
- code-reviewSkill
- concept-brainstormSkill
- consistency-checkSkill
- content-auditSkill
- create-architectureSkill
- create-control-manifestSkill
- create-epicsSkill
- create-storiesSkill
- day-one-patchSkill
- design-reviewSkill
- design-systemSkill
- dev-storySkill
- estimateSkill
- exploreSkill
- gate-checkSkill
- helpSkill
- hotfixSkill
- hybrid-prototypeSkill
- init-templateSkill
- launch-checklistSkill
- localizeSkill
- map-systemsSkill
- milestone-reviewSkill
- onboardSkill
- patch-notesSkill
- perf-profileSkill
- playtest-reportSkill
- project-stage-detectSkill
- propagate-design-changeSkill
- prototypeSkill
- qa-planSkill
- quick-designSkill
- regression-suiteSkill
- release-checklistSkill
- retrospectiveSkill
- reverse-documentSkill
- review-all-gddsSkill
- scope-checkSkill
- security-auditSkill
- setup-engineSkill
- skill-improveSkill
- The first 60 shown.
The file
Show its rules and text
We split this skill into the rules it gives an agent
20 rules. 9 are common, 8 are distinctive, and 3 are very specific to this project.
9
Common
Most of the 13 edited versions we read keep these.
8
Distinctive
This author's own choices. Worth a look.
3
Very specific
Tied to their project's names, files or tools. Probably skip.
- Common
- Distinctive
- Very specific
- Distinctive: line 8
If no argument is provided, output usage guidance and exit without spawning any agents:
- Common: line 11
When this skill is invoked with an argument, orchestrate the polish team through a structured pipeline.
- Common: line 28
Use the Task tool to spawn each team member as a subagent:
- Distinctive: line 36
Always provide full context in each agent's prompt (target feature/area, performance budgets, known issues).
- Distinctive: line 53
Verify optimizations don't change gameplay behavior
- Distinctive: line 56
If Phase 1 identified engine-level root causes (rendering pipeline, resource loading, memory allocator), delegate those fixes to …
- Common: line 65
Add screen shake, camera effects, and visual juice where appropriate
- Common: line 66
Ensure effects degrade gracefully on lower settings
- Common: line 72
Check audio mix levels — nothing too loud or too quiet relative to the mix
- Common: line 73
Add ambient audio layers for atmosphere
- Common: line 74
Verify audio plays correctly with spatial positioning
- Common: line 79
Test all edge cases: boundary conditions, rapid inputs, unusual sequences
- Common: line 83
Test on minimum spec hardware (if available)
- Distinctive: line 94
If any spawned agent (via Task) returns BLOCKED, errors, or cannot complete:
- Distinctive: line 97
Assess dependencies: Check whether the blocked agent's output is required by subsequent phases.
- Distinctive: line 101
Stop here and resolve the blocker first
- Distinctive: line 112
All file writes (performance reports, test results, evidence docs) are delegated to sub-agents spawned via Task.
- Very specific: line 122
If READY FOR RELEASE: run /release-checklist for the final pre-release validation.
- Very specific: line 123
If NEEDS MORE WORK: schedule remaining issues in /sprint-plan update and re-run /team-polish after fixes.
- Very specific: line 124
Run /gate-check for a formal phase gate verdict before handing off to release.
“Common” is measured: kept by at least 6 in 10 of the 13 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.
Files
If no argument is provided, output usage guidance and exit without spawning any agents:
Usage:
/team-polish [feature or area]— specify the feature or area to polish (e.g.,combat,main menu,inventory system,level-1). Do not usequestionhere; output the guidance directly.
When this skill is invoked with an argument, orchestrate the polish team through a structured pipeline.
Decision Points: At each phase transition, use question 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
- engine-programmer — Engine-level bottlenecks: rendering pipeline, memory, resource loading (invoke when performance-analyst identifies low-level root causes)
- technical-artist — VFX polish, shader optimization, visual quality
- sound-designer — Audio polish, mixing, ambient layers, feedback sounds
- tools-programmer — Content pipeline tool verification, editor tool stability, automation fixes (invoke when content authoring tools are involved in the polished area)
- 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 analysissubagent_type: engine-programmer— Engine-level fixes for rendering, memory, resource loadingsubagent_type: technical-artist— VFX polish, shader optimization, visual qualitysubagent_type: sound-designer— Audio polish, mixing, ambient layerssubagent_type: tools-programmer— Content pipeline and editor tool verificationsubagent_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
If Phase 1 identified engine-level root causes (rendering pipeline, resource loading, memory allocator), delegate those fixes to engine-programmer in parallel:
- Optimize hot paths in engine systems
- Fix allocation pressure in core loops
- Output: engine-level fixes with profiler validation
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
Error Recovery Protocol
If any spawned agent (via Task) returns BLOCKED, errors, or cannot complete:
- Surface immediately: Report "[AgentName]: BLOCKED — [reason]" to the user before continuing to dependent phases
- Assess dependencies: Check whether the blocked agent's output is required by subsequent phases. If yes, do not proceed past that dependency point without user input.
- Offer options via question with choices:
- Skip this agent and note the gap in the final report
- Retry with narrower scope
- Stop here and resolve the blocker first
- Always produce a partial report — output whatever was completed. Never discard work because one agent blocked.
Common blockers:
- Input file missing (story not found, GDD absent) → redirect to the skill that creates it
- ADR status is Proposed → do not implement; run
/architecture-decisionfirst - Scope too large → split into two stories via
/create-stories - Conflicting instructions between ADR and story → surface the conflict, do not guess
File Write Protocol
All file writes (performance reports, test results, evidence docs) are delegated to sub-agents spawned via Task. Each sub-agent enforces the "May I write to [path]?" protocol. This orchestrator does not write files directly.
Output
A summary report covering: performance before/after metrics, visual polish changes, audio polish changes, test results, and release readiness assessment.
Next Steps
- If READY FOR RELEASE: run
/release-checklistfor the final pre-release validation. - If NEEDS MORE WORK: schedule remaining issues in
/sprint-plan updateand re-run/team-polishafter fixes. - Run
/gate-checkfor a formal phase gate verdict before handing off to release.
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