automate-game-publishing
Installation
SKILL.md
Automate Game Publishing
Architect reproducible, headless CI/CD build and release pipelines that compile cross-platform game binaries, verify artifact integrity, and deploy delta patches to Steam, itch.io, Web, and mobile storefronts.
Core Rules
- Reproducible Headless Builds: Every release artifact must be built exclusively from clean version-controlled source via headless CLI runners (
godot --headless --export-release, Unity-batchmode -quit, UnrealRunUAT BuildCookRun), never exported manually from a developer's local editor state. - Secret & Credential Isolation: Never commit Steamworks credentials, itch.io Butler API keys, or code-signing certificates into repository files (
app_build.vdf, export presets). Inject secrets exclusively via CI environment variables. - Pre-Publish Smoke & Integrity Gate: Block store deployment unless automated headless unit tests pass, binary executables exist with non-zero pak/pck archives, and debug symbols are archived separately from stripped shipping binaries.
- Contract Adherence: Emit
contracts/schemas/implementation-result.jsonwhen completing build and publishing automation pipelines.
Suggested Process
1. Semantic Versioning & Build Metadata Injection
Stamp every build artifact deterministically with version and Git commit metadata (vMAJOR.MINOR.PATCH+sha) inside the engine configuration before invoking the export compiler so runtime crash logs identify the exact commit.
2. Multi-Platform Headless Export Matrix
Configure matrix build stages across Windows (x86_64), Linux (x86_64), macOS (universal binary + notarization), and WebAssembly (SharedArrayBuffer COOP/COEP headers verified):
- Strip editor-only tools, debug consoles, and unreferenced test scenes from release
.pck/.pakbundles.