claude

qa-game

Game testing for Unity, Unreal and Godot: engine test frameworks, frame-time and memory profiling, gameplay record and replay, and multiplayer coverage. Includes the six-category game-test taxonomy and a platform certification overview (Sony TRC, Nintendo Lotcheck, Xbox Requirements, Steam Direct). An authoring agent (game-test-scenario-author) detects the engine, scaffolds the test tree, and writes one scenario per spec.

13 on GitHubby testlandv1.5.5MITupdated yesterdayfunctional-testing
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Plugin qa-game from marketplace testland-qa in testland/qa. Commands read from the repo's manifest — today.

What it installs

Skills (7)

  • game-perf-profiling

    Use when a game must hit a frame-time or memory budget before a milestone or platform cert, or a change needs a performance regression check. Profiles with Unity Profiler and Performance Testing or Unreal Insights, sets 16.6 ms and 33.3 ms budgets, adds CI perf tests and reports per SKU.

  • gameplay-recording-replay

    Use when a game needs recorded play sessions as regression tests, netcode replays for spectators or esports, or reproducible bug repros for cert. Replays sessions bit-for-bit and checks the end state, via Unity InputEventTrace, Unreal's Replay System or deterministic Godot input replay.

  • godot-gut-tests

    Use whenever GDScript code in a Godot project needs unit tests with GUT: install, tests extending GutTest, assertions including signals, lifecycle hooks, parameterized tests, doubles, stubs and spies, async tests, the command-line runner with JUnit XML, and CI. GUT 9 for Godot 4, GUT 7 for Godot 3.

  • multiplayer-state-machine-coverage

    Use before a multiplayer game goes to platform cert, where broken multiplayer is a common rejection. Builds a coverage matrix for connect, authority handoff, disconnect, reconnect and host migration under latency, loss and reordering for Unity Netcode, Unreal and Mirror, with a go/no-go gate.

  • platform-cert-overview-reference

    Use when planning a game test pass or certification calendar across Xbox (XR), PlayStation (TRC), Nintendo (Lotcheck) and Steam: the six game QA test categories, submission workflows, severity terms and SLAs, mapping QA findings to platform terms and building a pre-submission checklist.

  • unity-test-framework

    Use for any question or task about testing C# code in a Unity game-engine project, even a single PlayMode test for a MonoBehaviour: Unity Test Framework EditMode vs PlayMode tests, [Test] and [UnityTest], assembly definitions, the Test Runner window, batch-mode command-line runs and CI. Not the Thro

  • unreal-automation-system

    Use whenever C++ Unreal Engine code needs tests that use the engine, editor or UMG UI: the Automation Test Framework's simple and complex tests, Automation Spec (Describe, It, latent tests), latent commands, the Automation Driver for UI input, Session Frontend and command-line runs in CI.

Subagents (1)

  • game-test-scenario-author

    Use proactively whenever a Unity, Unreal or Godot game system needs a scenario test, even when no test tree exists yet. Detects the engine, scaffolds the test structure if needed, and writes one scenario per behavior that drives inputs and asserts state transitions.

View source on GitHub testland.io

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