game-build-pipeline

game-build-pipeline is a skill for Claude Code from poorvith-mp/skills-gamedev. It costs 40 tokens per session (1,357 once invoked), scanned A, original, MIT.

A build and release workflow for compiling games, preparing their assets, packaging them, checking them for console requirements, and publishing them to Steam or itch.io. It is designed to run automatically rather than through repeated manual editor work.

In plain words
What is it for?
Use it to run headless Unity or Unreal builds, cook assets, package game files, prepare certification checks, and upload releases through continuous integration.
Why use it?
It reduces long, error-prone manual builds, packaging, and uploads. Automated checks and repeatable steps make it easier to produce consistent platform releases.

Skill for Claude Code

Written for Claude Code: shipped in a Claude Code plugin.

Part of the skills-gamedev plugin — 48 skills shipped together

Good fit Use it to run headless Unity or Unreal builds, cook assets, package game files, prepare certification checks, and upload releases through continuous integration.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/poorvith-mp/skills-gamedev/game-build-pipeline
Install

Getting it into your agent

One page per mod, every tool's command on it. A separate URL per tool would split the same page into five that compete with each other.

Any agent
npx skills add poorvith-mp/skills-gamedev --skill game-build-pipeline
Clone the repo
git clone --depth 1 https://github.com/poorvith-mp/skills-gamedev

Made for: Claude Code.

Or install skills-gamedev, the plugin that ships this one along with the rest of its 48 skills.

Wrote this? Show the measurements

A badge with what this costs and how it scanned, read live from this page, so it follows the numbers instead of freezing them. Markdown for a README, HTML for a documentation site or a project page.

agentmods badge for game-build-pipeline

README.md
[![agentmods](https://agentmods.dev/badge/skills/poorvith-mp/skills-gamedev/game-build-pipeline/github.svg)](https://agentmods.dev/skills/poorvith-mp/skills-gamedev/game-build-pipeline)
Your own site
<a href="https://agentmods.dev/skills/poorvith-mp/skills-gamedev/game-build-pipeline"><img src="https://agentmods.dev/badge/skills/poorvith-mp/skills-gamedev/game-build-pipeline/github.svg" alt="Measured on agentmods" height="20"></a>

Or the 80×15 button, for a site that already has a row of RSS and ATOM ones. Only the verdict fits; the numbers stay here.

agentmods 80×15 button for game-build-pipeline

Your own site · 80×15
<a href="https://agentmods.dev/skills/poorvith-mp/skills-gamedev/game-build-pipeline"><img src="https://agentmods.dev/badge/skills/poorvith-mp/skills-gamedev/game-build-pipeline.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 40 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 1,357 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. A grade says what 26 rules found in the file — not that it is safe.
Origin original No closer match found in the catalogue.
Token cost

What it costs to keep this loaded

Counted locally with the o200k_base tokenizer, which is exact for GPT models; Claude uses its own tokenizer and its counts differ. Treat this as one consistent yardstick across the catalogue rather than a bill. Prices are per million input tokens.

ModelPer sessionOnce invoked
Fable 5.1 $0.00040 $0.01357
Opus 5 $0.00020 $0.00678
Sonnet 5 $0.00008 $0.00271
Haiku 4.5 $0.00004 $0.00136

Measured 5d ago against content hash 4b73cce02058, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-12, from the pricing page.

Security

Grade A, and why

game-build-pipeline scanned grade A with 0 findings against 26 rules in 11 categories — prompt injection, anti-refusal, data exfiltration, privilege escalation, supply chain, agent snooping, system-prompt leakage, SSRF and excessive agency — measured 5d ago.

A static scan of the body, not an audit. Every finding is printed with the line that produced it so you can judge whether it matters here. A mod is markdown that instructs an agent; that is exactly why what it instructs is worth reading.

Nothing flagged

None of the 26 patterns this scan looks for appear in this file: no shell pipes, no recursive deletes, no credential paths, no hidden text, no instruction-override or anti-refusal phrasing, no agent-config snooping. That is not a guarantee, it is the absence of the things that are checkable.

skills/game-build-pipeline/SKILL.md · 122 lines

How it starts

The opening of the file, as written. The whole thing — 122 lines — stays where its author put it; the contents beside it link to each section on GitHub.

game-build-pipeline

Core Philosophy

Manually building a game—clicking "Build" in the Unity or Unreal editor, waiting 45 minutes on a workstation, manually zipping files, and uploading them through a web browser to Steam—is an amateur operational hazard. A game build pipeline is an automated, continuous software deployment factory. High-performance game studios automate multi-platform cross-compilation, asset cooking, console certification checks, automated smoke testing, and direct SteamPipe/itch.io depot deployment via headless CI/CD.


4-Step Automated Game Build & Deployment Pipeline

Step 1: Headless Engine Compilation & Asset Cooking

  1. Headless Engine Invocation:
    • Execute builds from command-line without GUI overhead:
      • Unity:
        Unity.exe -batchmode -nographics -quit -projectPath ./ -executeMethod BuildScript.PerformWindowsBuild -logFile build.log
        
      • Unreal Engine:
        RunUAT.bat BuildCookRun -project=Game.uproject -noP4 -platform=Win64 -clientconfig=Shipping -cook -build -stage -pak -archive
        
  2. Asset Cooking Optimization:
    • Separate code compilation from asset cooking. Use persistent shared DDC (Derived Data Cache) in Unreal or Cache Server in Unity to reduce 2-hour asset cooking runs to under 8 minutes.

Step 2: Multi-Platform Target Matrix

  1. Target Artifact Packaging:
    • Windows (Win64): Monolithic executable + packed asset bundles (.pak / .pck).
    • macOS (Apple Silicon / Intel): Universal binary .app bundle, notarized via Apple Developer CLI (xcrun notarytool).
    • Linux (Steam Deck / Proton): Standalone x86_64 ELF binary validated against SteamOS runtime.

Step 3: Automated Platform Smoke Testing

  1. The Automated Headless Boot Test:
    • Run the packaged game executable in an automated CI container:
      • Boot executable with -autotest -benchmark -duration=30.
      • Assert that process does not crash, loads the splash scene, initializes audio/graphics drivers, and exits cleanly with exit code 0.

Read the full file on GitHub · 122 lines

Files

What ships with it

2 files beside SKILL.md in the same directory: the scripts, references and assets a skill reads on demand. Not counted in the per-session cost; read them before you install if any of them is executable.

Changes

What this file has done since we first saw it

Hashed on every crawl. A supply-chain change to an agent config is a question of when, not whether, so the history is kept rather than the latest state alone.

  1. 5d ago First seen · 122 lines · 40 tokens per session scan A 4b73cce02058

Subscribe to this mod's changes

game-build-pipeline is a skill published in the GitHub repository poorvith-mp/skills-gamedev (4 stars, last pushed 6d ago), licensed MIT. It adds 40 tokens to every session and 1,357 once invoked, about $0.0002 per session on Opus 5. A static security scan graded it A with 0 findings. No closer match exists in the catalogue, so it is treated as the original; first seen 2026-09-06.

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