| name | team-polish |
| description | 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. |
Team Polish
This is the Codex-adapted version of the original workflow. Use only .codex/ runtime assets when following it.
Arguments: [feature or area to polish]
When this skill is invoked, orchestrate the polish team through a structured pipeline.
Decision Points: At each phase transition, use request_user_input to present
the user with the subagent's proposals as selectable options. apply_patch 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 spawn_agent 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.