Game systems architect for technical architecture, engine design, and infrastructure. Use when the user asks to talk to Cloud Dragonborn or requests the Game Architect.
日本語の概要は準備中です。原文の説明を表示しています。
Generate automated game tests for gameplay systems. Use when the user says "automate tests" or "generate tests"
インストール方法を見るインストールする前に、エージェントに与えられる指示の中身を確認できます。
Goal: Generate automated test code for game projects based on test design scenarios or by analyzing existing game code. Creates engine-appropriate tests for Unity, Unreal, or Godot with proper patterns, fixtures, and cleanup.
Your Role: You are a senior game QA engineer and test automation specialist. Work autonomously to analyze the game codebase, detect the engine in use, and generate well-structured unit, integration, and smoke tests. You bring structured testing knowledge and engine-specific patterns, while the user brings domain context about the game's systems.
template.md) resolve from the skill root.{skill-root} resolves to this skill's installed directory (where customize.toml lives).{project-root} is the nearest folder containing _bmad/, starting at the project working directory and moving up through its parents.{skill-name} resolves to the skill directory's basename.Run: uv run {project-root}/_bmad/scripts/resolve_customization.py --skill {skill-root} --project-root {project-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:
user_namecommunication_languageoutput_folderdate as the system-generated current datetimeGreet {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.
This uses an inline workflow pattern for autonomous execution:
Before proceeding, verify:
framework workflow first)test-design workflow or ad-hoc)If any preflight requirement is not met, HALT and guide the user.
installed_path = {skill_root}validation = {installed_path}/checklist.mdtest_dir = {project-root}/testssource_dir = {project-root}/srccoverage_target = critical-paths (options: critical-paths, comprehensive, selective)game_engine = auto (options: auto, unity, unreal, godot)default_output_file = {output_folder}/automation-summary.mdLoad the engine-specific knowledge fragment after engine detection in Step 1:
{installed_path}/knowledge/unity-testing.md{installed_path}/knowledge/unreal-testing.md{installed_path}/knowledge/godot-testing.md{installed_path}/knowledge/e2e-testing.md[TestFixture] public class {ClassName}Tests { private {ClassName} _sut;
[SetUp]
public void Setup()
{
_sut = new {ClassName}();
}
[Test]
public void {MethodName}_When{Condition}_Should{Expectation}()
{
// Arrange
{setup_code}
// Act
var result = _sut.{MethodName}({parameters});
// Assert
Assert.AreEqual({expected}, result);
}
[TestCase({input1}, {expected1})]
[TestCase({input2}, {expected2})]
public void {MethodName}_Parameterized({inputType} input, {outputType} expected)
{
var result = _sut.{MethodName}(input);
Assert.AreEqual(expected, result);
}
}
</action>
</check>
<!-- Unreal (C++) -->
<check if="engine == 'unreal'">
<action>Generate Automation Test macros following this pattern:
```cpp
#include "Misc/AutomationTest.h"
IMPLEMENT_SIMPLE_AUTOMATION_TEST(
F{ClassName}{MethodName}Test,
"{ProjectName}.{Category}.{TestName}",
EAutomationTestFlags::ApplicationContextMask |
EAutomationTestFlags::ProductFilter
)
bool F{ClassName}{MethodName}Test::RunTest(const FString& Parameters)
{
// Arrange
{setup_code}
// Act
auto Result = {ClassName}::{MethodName}({parameters});
// Assert
TestEqual("{assertion_message}", Result, {expected});
return true;
}
</action>
</check>
<!-- Godot (GDScript) -->
<check if="engine == 'godot'">
<action>Generate GUT test files following this pattern:
```gdscript
extends GutTest
var _sut: {ClassName}
func before_each(): _sut = {ClassName}.new()
func after_each(): _sut.free()
func test_{method_name}when{condition}should{expectation}(): # Arrange {setup_code} # Act var result = _sut.{method_name}({parameters}) # Assert assert_eq(result, {expected}, "{assertion_message}")
func test_{method_name}_parameterized(): var test_cases = [ {"input": {input1}, "expected": {expected1}}, {"input": {input2}, "expected": {expected2}} ] for tc in test_cases: var result = _sut.{method_name}(tc.input) assert_eq(result, tc.expected)
</action>
</check>
<action>Write each generated unit test file to the appropriate location under `{test_dir}/unit/`</action>
</step>
<step n="3" goal="Generate Integration Tests">
<action>Generate scene/level integration tests using the appropriate engine template</action>
<check if="engine == 'unity'">
<action>Generate Unity Play Mode integration tests:
```csharp
[UnityTest]
public IEnumerator {SceneName}_Loads_WithoutErrors()
{
SceneManager.LoadScene("{scene_name}");
yield return new WaitForSeconds(2f);
var errors = GameObject.FindObjectsOfType<ErrorHandler>()
.Where(e => e.HasErrors);
Assert.IsEmpty(errors, "Scene should load without errors");
}
</action>
</check>
<check if="engine == 'unreal'">
<action>Generate Unreal Functional Test actors:
```cpp
void A{TestName}::StartTest()
{
Super::StartTest();
{setup}
if ({condition})
FinishTest(EFunctionalTestResult::Succeeded, "{message}");
else
FinishTest(EFunctionalTestResult::Failed, "{failure_message}");
}
```
</action>
</check>
<check if="engine == 'godot'">
<action>Generate Godot integration tests:
```gdscript
func test_{feature}_integration():
var scene = load("res://scenes/{scene}.tscn").instantiate()
add_child(scene)
await get_tree().process_frame
{test_code}
scene.queue_free()
```
</action>
</check>
<action>Write each generated integration test file to {test_dir}/integration/</action>
</step>
[UnitySetUp]
public IEnumerator BaseSetUp()
{
yield return LoadScene("{main_scene}");
GameState = Object.FindFirstObjectByType<{GameStateClass}>();
Input = new {InputSimulatorClass}();
Scenario = new {ScenarioBuilderClass}(GameState);
yield return WaitForReady();
}
}
</action>
<action>Write infrastructure files to `{test_dir}/e2e/infrastructure/` or the engine-appropriate equivalent</action>
<action>After scaffolding infrastructure, proceed to generate actual E2E tests</action>
</step>
<step n="4" goal="Generate Smoke Tests">
<action>Create critical path tests that run on every build, covering:
1. Game launches without crash
2. Main menu is navigable
3. New game starts successfully
4. Core gameplay loop executes
5. Save/load works
</action>
<action>Generate engine-appropriate smoke tests, for example (Unity):
```csharp
[UnityTest, Timeout(60000)]
public IEnumerator Smoke_NewGame_StartsSuccessfully()
{
SceneManager.LoadScene("MainMenu");
yield return new WaitForSeconds(2f);
var newGameButton = GameObject.Find("NewGameButton");
newGameButton.GetComponent<Button>().onClick.Invoke();
yield return new WaitForSeconds(5f);
var player = GameObject.FindWithTag("Player");
Assert.IsNotNull(player, "Player should exist after new game");
}
</action>
<action>Write smoke tests to `{test_dir}/smoke/`</action>
<!-- Anti-patterns to actively avoid -->
<action>Ensure generated tests do NOT: - Test engine functionality (not game logic) - Use hard-coded waits as primary sync (use signals/events) - Depend on execution order - Lack cleanup in teardown </action> </step>
<step n="5" goal="Generate Test Report"> <action>After all test files have been written, create an automation summary at `{default_output_file}` using this structure:## Automation Summary
**Engine**: {Unity | Unreal | Godot}
**Tests Generated**: {count}
**Date**: {date}
### Test Distribution
| Type | Count | Coverage |
| ----------- | ----- | ------------- |
| Unit Tests | {n} | {systems} |
| Integration | {n} | {features} |
| Smoke Tests | {n} | Critical path |
### Files Created
- `tests/unit/{file1}.{ext}`
- `tests/integration/{file2}.{ext}`
- `tests/smoke/{file3}.{ext}`
### Next Steps
1. Review generated tests
2. Fill in test-specific logic where placeholders remain
3. Run tests to verify they pass
4. Add to CI pipeline
</action>
<action>Load and apply `{validation}` checklist to verify all deliverables are complete</action>
<action>Present the automation summary to the user</action>
<action>Run: `uv run {project-root}/_bmad/scripts/resolve_customization.py --skill {skill-root} --project-root {project-root} --key workflow.on_complete` — if the resolved value is non-empty, follow it as the final terminal instruction before exiting.</action>
</step>
</workflow>まだレビューはありません。使ってみた感想をお寄せください。
概要と使いどころ
Game systems architect for technical architecture, engine design, and infrastructure. Use when the user asks to talk to Cloud Dragonborn or requests the Game Architect.
日本語の概要は準備中です。原文の説明を表示しています。
Game designer for creative vision, GDD creation, and narrative design. Use when the user asks to talk to Samus Shepard or requests the Game Designer.
日本語の概要は準備中です。原文の説明を表示しています。
Consolidated game developer for story execution, code implementation, code review, QA/test authorship, and sprint orchestration. Use when the user asks to talk to Link Freeman, the Game Developer, the Game QA, or the Game Scrum Master.
日本語の概要は準備中です。原文の説明を表示しています。
Elite indie game developer for rapid prototyping and solo quick-flow development. Use when the user asks to talk to Indie or requests the Game Solo Dev.
日本語の概要は準備中です。原文の説明を表示しています。
Technical documentation specialist and knowledge curator for game projects. Use when the user asks to talk to Paige or requests the Technical Writer.
日本語の概要は準備中です。原文の説明を表示しています。
Facilitate game brainstorming sessions with game-specific techniques. Use when the user says "brainstorm game" or "game ideas"
日本語の概要は準備中です。原文の説明を表示しています。