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gds-test-design
Create comprehensive game test scenarios. Use when the user says "test design" or "design tests"
Codex または Claude でインストール この Prompt をコピーして Codex、Claude、または他のアシスタントに貼り付けると、Skill ページを確認してインストールできます。
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Create comprehensive game test scenarios. Use when the user says "test design" or "design tests"
Codex または Claude でインストール この Prompt をコピーして Codex、Claude、または他のアシスタントに貼り付けると、Skill ページを確認してインストールできます。
SOC 職業分類に基づく
Design scale-adaptive game architecture with engine systems and networking. Use when the user says "game architecture" or "design architecture"
Facilitate game brainstorming sessions with game-specific techniques. Use when the user says "brainstorm game" or "game ideas"
Conduct game domain and industry research. Use when the user says "lets create a research report on [game domain or industry]"
Create comprehensive narrative documentation with story structure and world-building. Use when the user says "narrative design" or "create narrative"
Verify GDD, UX, Architecture, and Epics alignment before production. Use when the user says "check readiness" or "implementation readiness"
Create Epics and Stories from GDD requirements for development. Use when the user says "create epics" or "create stories"
| name | gds-test-design |
| description | Create comprehensive game test scenarios. Use when the user says "test design" or "design tests" |
Workflow ID: gds-test-design
Version: 1.0 (BMad v6)
template.md) resolve from the skill root.{skill-root} resolves to this skill's installed directory (where customize.toml lives).{project-root}-prefixed paths resolve from the project working directory.{skill-name} resolves to the skill directory's basename.Run: python3 {project-root}/_bmad/scripts/resolve_customization.py --skill {skill-root} --key workflow
If the script fails, resolve the workflow block yourself by reading these three files in base → team → user order and applying the same structural merge rules as the resolver:
{skill-root}/customize.toml — defaults{project-root}/_bmad/custom/{skill-name}.toml — team overrides{project-root}/_bmad/custom/{skill-name}.user.toml — personal overridesAny missing file is skipped. Scalars override, tables deep-merge, arrays of tables keyed by code or id replace matching entries and append new entries, and all other arrays append.
Execute each entry in {workflow.activation_steps_prepend} in order before proceeding.
Treat every entry in {workflow.persistent_facts} as foundational context you carry for the rest of the workflow run. Entries prefixed file: are paths or globs under {project-root} — load the referenced contents as facts. All other entries are facts verbatim.
Load config from {project-root}/_bmad/gds/config.yaml and resolve:
project_nameuser_namecommunication_languageoutput_folderGreet {user_name}, speaking in {communication_language}.
Execute each entry in {workflow.activation_steps_append} in order.
Activation is complete. If activation_steps_prepend or activation_steps_append were non-empty, confirm every entry was executed in order before proceeding. Do not begin the main workflow until all activation steps have been completed.
Create comprehensive test scenarios for game projects, covering gameplay mechanics, progression systems, multiplayer functionality, and platform requirements. This workflow produces a prioritized test plan based on risk assessment and player impact.
You are a Game QA Engineer specializing in test design. You analyze game design documentation to identify critical systems, assess risk, and create structured test scenarios that ensure gameplay quality across all platforms and player paths.
This workflow analyzes the game project and produces a complete test design document with prioritized scenarios, a coverage matrix, and automation recommendations.
Primary Output: {output_folder}/game-test-design.md
Supporting Components:
{installed_path}/checklist.md{installed_path}/test-design-template.mdKnowledge Base References:
knowledge/playtesting.mdknowledge/save-testing.mdknowledge/multiplayer-testing.mdknowledge/certification-testing.mdknowledge/e2e-testing.mdknowledge/test-priorities.mdLoad and resolve configuration from {module_config}:
output_folder: {from config}
user_name: {from config}
communication_language: {from config}
document_output_language: {from config}
game_dev_experience: {from config}
date: {system-generated}
Resolve workflow variables:
design_level: "full" # full | targeted | minimal
focus_area: "auto" # auto | gameplay | progression | multiplayer | performance
Search the project for game design documentation before proceeding.
Verify before proceeding:
Read Game Design Documentation
Identify Critical Systems
Assess Risk Areas
Knowledge Base Reference: knowledge/playtesting.md
| Category | Focus | Priority |
|---|---|---|
| Core Loop | Primary mechanic execution | P0 |
| Combat/Interaction | Hit detection, feedback | P0 |
| Movement | Physics, collision, feel | P0 |
| UI/UX | Menu navigation, HUD | P1 |
| Audio | Sound triggers, music | P2 |
Knowledge Base Reference: knowledge/save-testing.md
| Category | Focus | Priority |
|---|---|---|
| Save/Load | Data persistence | P0 |
| Unlocks | Content gating | P1 |
| Economy | Currency, rewards | P1 |
| Achievements | Trigger conditions | P2 |
Knowledge Base Reference: knowledge/multiplayer-testing.md
| Category | Focus | Priority |
|---|---|---|
| Connectivity | Join/leave handling | P0 |
| Synchronization | State consistency | P0 |
| Latency | Degraded network | P1 |
| Matchmaking | Player grouping | P1 |
Knowledge Base Reference: knowledge/certification-testing.md
| Category | Focus | Priority |
|---|---|---|
| Certification | TRC/XR requirements | P0 |
| Input | Controller support | P0 |
| Performance | FPS, loading times | P1 |
| Accessibility | Assist features | P1 |
Knowledge Base Reference: knowledge/e2e-testing.md
| Category | Focus | Priority |
|---|---|---|
| Core Loop | Complete gameplay cycle | P0 |
| Turn Lifecycle | Full turn from start to end | P0 |
| Save/Load Roundtrip | Save → quit → load → resume | P0 |
| Scene Transitions | Menu → Game → Back | P1 |
| Win/Lose Paths | Victory and defeat conditions | P1 |
For each critical feature, create scenarios using this format:
SCENARIO: [Descriptive Name]
GIVEN [Initial state/preconditions]
WHEN [Action taken]
THEN [Expected outcome]
PRIORITY: P0/P1/P2/P3
CATEGORY: [gameplay/progression/multiplayer/platform]
Gameplay - Combat
SCENARIO: Basic Attack Hits Enemy
GIVEN player is within attack range of enemy
AND enemy has 100 health
WHEN player performs basic attack
THEN enemy receives damage
AND damage feedback plays (visual + audio)
AND enemy health decreases
PRIORITY: P0
CATEGORY: gameplay
Progression - Save System
SCENARIO: Save Preserves Player Progress
GIVEN player has 500 gold and 3 items
AND player is at checkpoint
WHEN game saves
AND game is reloaded
THEN player has 500 gold
AND player has same 3 items
AND player is at same checkpoint
PRIORITY: P0
CATEGORY: progression
Multiplayer - Network Degradation
SCENARIO: Gameplay Under High Latency
GIVEN 2 players in session
AND network latency is 200ms
WHEN Player 1 attacks Player 2
THEN damage is applied correctly
AND positions remain synchronized
AND no desync occurs
PRIORITY: P1
CATEGORY: multiplayer
For player journey tests, use this extended format:
E2E SCENARIO: [Player Journey Name]
GIVEN [Initial game state - use ScenarioBuilder terms]
WHEN [Sequence of player actions]
THEN [Observable outcomes]
TIMEOUT: [Expected max duration in seconds]
PRIORITY: P0/P1
CATEGORY: e2e
INFRASTRUCTURE: [Required fixtures/builders]
Example E2E Scenario:
E2E SCENARIO: Complete Combat Encounter
GIVEN game loaded with player unit adjacent to enemy
AND player unit has full health and actions
WHEN player selects unit
AND player clicks attack on enemy
AND player confirms attack
AND attack animation completes
AND enemy responds (if alive)
THEN enemy health is reduced OR enemy is defeated
AND turn state advances appropriately
AND UI reflects new state
TIMEOUT: 15
PRIORITY: P0
CATEGORY: e2e
INFRASTRUCTURE: ScenarioBuilder, InputSimulator, AsyncAssert
Knowledge Base Reference: knowledge/test-priorities.md
| Priority | Criteria | Unit | Integration | E2E | Manual |
|---|---|---|---|---|---|
| P0 | Ship blockers | 100% | 80% | Core flows | Smoke |
| P1 | Major features | 90% | 70% | Happy paths | Full |
| P2 | Secondary | 80% | 50% | - | Targeted |
| P3 | Edge cases | 60% | - | - | As needed |
Risk-Based Ordering:
Write {output_folder}/game-test-design.md using the test-design-template.md structure:
# Game Test Design: [Project Name]
## Overview
- Game type and core mechanics
- Target platforms
- Test scope and objectives
## Risk Assessment
- High-risk areas identified
- Mitigation strategies
## Test Categories
### Gameplay Tests
[Scenarios...]
### Progression Tests
[Scenarios...]
### Multiplayer Tests (if applicable)
[Scenarios...]
### Platform Tests
[Scenarios...]
## Coverage Matrix
| Feature | P0 | P1 | P2 | P3 |
| ------- | --- | --- | --- | --- |
| Combat | 5 | 10 | 8 | 4 |
| ... | | | | |
## Automation Strategy
- Unit test candidates
- Integration test candidates
- Manual-only scenarios
## Next Steps
1. Implement P0 tests
2. Set up CI integration
3. Plan playtesting sessions
{output_folder}/game-test-design.mdAfter completing, provide:
## Test Design Complete
**Project**: {project_name}
**Scenarios Created**: {count}
**Priority Breakdown**:
- P0 (Critical): {p0_count}
- P1 (High): {p1_count}
- P2 (Medium): {p2_count}
- P3 (Low): {p3_count}
**Focus Areas Covered**:
- Core Gameplay
- Progression/Save
- Platform Requirements
- {Multiplayer if applicable}
**Next Steps**:
1. Review scenarios with team
2. Use `automate` workflow to generate test code
3. Use `playtest-plan` for manual testing sessions
Refer to checklist.md for validation criteria.
Run: python3 {project-root}/_bmad/scripts/resolve_customization.py --skill {skill-root} --key workflow.on_complete
If the resolved workflow.on_complete is non-empty, follow it as the final terminal instruction before exiting.