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。
Initialize game test framework for Unity, Unreal, or Godot. Use when the user says "test framework" or "set up testing"
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。
Workflow ID: gds-test-framework
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} 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_languageGreet {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.
Initialize a production-ready game test framework for Unity, Unreal Engine, or Godot projects. This workflow scaffolds the complete testing infrastructure including unit tests, integration tests, and play mode tests appropriate for the detected game engine.
You are a Game QA Architect specializing in test infrastructure. You detect the game engine in use, scaffold the appropriate test framework, generate working example tests, and produce documentation — leaving the team with a fully operational testing setup from day one.
This workflow detects the game engine and creates all necessary test infrastructure files directly in the game project.
Primary Output: {test_dir}/README.md
Supporting Components:
{installed_path}/checklist.mdKnowledge Base References:
knowledge/unity-testing.mdknowledge/unreal-testing.mdknowledge/godot-testing.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:
test_dir: "{project-root}/tests" # Root test directory
game_engine: "auto" # auto | unity | unreal | godot
test_framework: "auto" # auto | gut (godot) | unity-test-framework | unreal-automation
Critical: Verify these requirements before proceeding. If any fail, HALT and notify the user.
Identify Engine Type
Look for engine-specific files:
Assets/, ProjectSettings/ProjectSettings.asset, *.unity scene files*.uproject, Source/, Config/DefaultEngine.iniproject.godot, *.tscn, *.gd filesVerify Engine Version
ProjectSettings/ProjectVersion.txt*.uproject file for EngineAssociationproject.godot for config_versionCheck for Existing Test Framework
Tests/ folder, *.Tests.asmdefTests/ in Source, *Tests.Build.cstests/ folder, GUT plugin in addons/gut/Halt Condition: If existing framework detected, offer upgrade path or HALT.
Knowledge Base Reference: knowledge/unity-testing.md
Create Directory Structure
Assets/
├── Tests/
│ ├── EditMode/
│ │ ├── EditModeTests.asmdef
│ │ └── ExampleEditModeTest.cs
│ └── PlayMode/
│ ├── PlayModeTests.asmdef
│ └── ExamplePlayModeTest.cs
Generate Assembly Definitions
EditModeTests.asmdef:
{
"name": "EditModeTests",
"references": ["<GameAssembly>"],
"includePlatforms": ["Editor"],
"defineConstraints": ["UNITY_INCLUDE_TESTS"],
"optionalUnityReferences": ["TestAssemblies"]
}
PlayModeTests.asmdef:
{
"name": "PlayModeTests",
"references": ["<GameAssembly>"],
"includePlatforms": [],
"defineConstraints": ["UNITY_INCLUDE_TESTS"],
"optionalUnityReferences": ["TestAssemblies"]
}
Generate Sample Tests
Edit Mode test example:
using NUnit.Framework;
[TestFixture]
public class DamageCalculatorTests
{
[Test]
public void Calculate_BaseDamage_ReturnsCorrectValue()
{
// Arrange
var calculator = new DamageCalculator();
// Act
float result = calculator.Calculate(100f, 1f);
// Assert
Assert.AreEqual(100f, result);
}
}
Play Mode test example:
using System.Collections;
using NUnit.Framework;
using UnityEngine;
using UnityEngine.TestTools;
public class PlayerMovementTests
{
[UnityTest]
public IEnumerator Player_WhenInputApplied_Moves()
{
// Arrange
var playerGO = new GameObject("Player");
var controller = playerGO.AddComponent<PlayerController>();
// Act
controller.SetMoveInput(Vector2.right);
yield return new WaitForSeconds(0.5f);
// Assert
Assert.Greater(playerGO.transform.position.x, 0f);
// Cleanup
Object.Destroy(playerGO);
}
}
Knowledge Base Reference: knowledge/unreal-testing.md
Create Directory Structure
Source/
├── <ProjectName>/
│ └── ...
└── <ProjectName>Tests/
├── <ProjectName>Tests.Build.cs
└── Private/
├── DamageCalculationTests.cpp
└── PlayerCombatTests.cpp
Generate Module Build File
<ProjectName>Tests.Build.cs:
using UnrealBuildTool;
public class <ProjectName>Tests : ModuleRules
{
public <ProjectName>Tests(ReadOnlyTargetRules Target) : base(Target)
{
PCHUsage = ModuleRules.PCHUsageMode.UseExplicitOrSharedPCHs;
PublicDependencyModuleNames.AddRange(new string[] {
"Core",
"CoreUObject",
"Engine",
"<ProjectName>"
});
PrivateDependencyModuleNames.AddRange(new string[] {
"AutomationController"
});
}
}
Generate Sample Tests
#include "Misc/AutomationTest.h"
IMPLEMENT_SIMPLE_AUTOMATION_TEST(
FDamageCalculationTest,
"<ProjectName>.Combat.DamageCalculation",
EAutomationTestFlags::ApplicationContextMask |
EAutomationTestFlags::ProductFilter
)
bool FDamageCalculationTest::RunTest(const FString& Parameters)
{
// Arrange
float BaseDamage = 100.f;
float CritMultiplier = 2.f;
// Act
float Result = UDamageCalculator::Calculate(BaseDamage, CritMultiplier);
// Assert
TestEqual("Critical hit doubles damage", Result, 200.f);
return true;
}
Knowledge Base Reference: knowledge/godot-testing.md
Create Directory Structure
project/
├── addons/
│ └── gut/ (plugin files)
├── tests/
│ ├── unit/
│ │ └── test_damage_calculator.gd
│ └── integration/
│ └── test_player_combat.gd
└── gut_config.json
Generate GUT Configuration
gut_config.json:
{
"dirs": ["res://tests/"],
"include_subdirs": true,
"prefix": "test_",
"suffix": ".gd",
"should_exit": true,
"should_exit_on_success": true,
"log_level": 1,
"junit_xml_file": "results.xml"
}
Generate Sample Tests
tests/unit/test_damage_calculator.gd:
extends GutTest
var calculator: DamageCalculator
func before_each():
calculator = DamageCalculator.new()
func after_each():
calculator.free()
func test_calculate_base_damage():
var result = calculator.calculate(100.0, 1.0)
assert_eq(result, 100.0, "Base damage should equal input")
func test_calculate_critical_hit():
var result = calculator.calculate(100.0, 2.0)
assert_eq(result, 200.0, "Critical hit should double damage")
Create tests/README.md with:
tests/README.mdAfter completing this workflow, provide a summary:
## Game Test Framework Scaffold Complete
**Engine Detected**: {Unity | Unreal | Godot}
**Framework**: {Unity Test Framework | Unreal Automation | GUT}
**Artifacts Created**:
- Test directory structure
- Framework configuration
- Sample unit tests
- Sample integration/play mode tests
- Documentation
**Next Steps**:
1. Review sample tests and adapt to your game
2. Run initial tests to verify setup
3. Use `test-design` workflow to plan comprehensive test coverage
4. Use `automate` workflow to generate additional tests
**Knowledge Base References Applied**:
- {engine}-testing.md
- qa-automation.md
- test-priorities.md
Refer to checklist.md for comprehensive validation criteria.
Run: uv run {project-root}/_bmad/scripts/resolve_customization.py --skill {skill-root} --project-root {project-root} --key workflow.on_complete
If the resolved workflow.on_complete is non-empty, follow it as the final terminal instruction before exiting.
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。