| name | game-build-release-engineering |
| description | Use when creating reproducible Unity, Godot, Unreal, Android, iOS, or macOS game build pipelines, manifests, symbols, signing boundaries, artifact promotion, patching, certification, or rollback rehearsals. |
| metadata | {"portable":true,"compatible_with":["claude-code","codex"]} |
Game Build and Release Engineering
Produce one traceable game artefact, test it under release-like conditions, and promote that same artefact without hidden rebuilding.
Use When
- Automating engine builds, packaging, signing, symbols, store/channel promotion, patches, or release trains.
Do Not Use When
- Gameplay implementation is the task.
- A current platform requirement has not been verified from an official source.
Required Inputs
Repository/tag, engine/toolchain locks, target matrix, build variants, dependencies/licences, secret/signing custody, test gates, distribution channels, patch/save policy, observability, and rollback objective.
Workflow
- Define a versioned build interface per engine and fail early on toolchain drift.
- Build in a clean environment; produce artefact, symbols, dependency lock, SBOM/licence record, checksum, provenance, and machine-readable manifest.
- Run automated, device, certification, install/upgrade, storage-pressure, offline, and crash-symbolication gates.
- Keep signing in the narrowest controlled boundary; record signer and result without exposing credentials.
- Promote the tested binary through environments/channels; never recompile after approval.
- Rehearse rollback, save compatibility, revoked credential, failed upload, partial rollout, and unavailable dependency.
Outputs
Build interface; CI configuration; release manifest; signed artefacts; symbols/checksums/SBOM; promotion ledger; certification evidence; rollback rehearsal.
References