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Brownfield onboarding — audits existing project artifacts for template format compliance (not just existence), classifies gaps by impact, and produces a…
Generate a soak test protocol for extended play sessions. Defines what to observe, measure, and log during long play sessions to surface slow leaks, fatigue effects, and edge cases that only appear after sustained play. Primarily used in Polish and Release phases.
$ npx -y skills add Donchitos/Claude-Code-Game-Studios --skill soak-test --agent claude-codeHow it fires
How this skill gets triggered: by you, by Claude, or both.
/soak-testContext preview
The summary Claude sees to decide when to auto-load this skill.
Generate a soak test protocol for extended play sessions. Defines what to observe, measure, and log during long play sessions to surface slow leaks, fatigue effects, and edge cases that only appear after sustained play. Primarily used in Polish and Release phases.
name: soak-test description: "Generate a soak test protocol for extended play sessions. Defines what to observe, measure, and log during long play sessions to surface slow leaks, fatigue effects, and edge cases that only appear after sustained play. Primarily used in Polish and Release phases." argument-hint: "[duration: 30m | 1h | 2h | 4h] [focus: memory | stability | balance | all]" user-invocable: true allowed-tools: Read, Glob, Grep, Write model: sonnet
A soak test (also called an endurance test) is an extended play session run with specific observation goals. Unlike a smoke check (broad critical path, ~10 min) or a single-feature playtest (~30 min), a soak test runs for **30 minutes to several hours** to surface:
of a mechanic (inventory full, score overflow, AI state corruption)
repetitive over extended play
**This skill generates the observation protocol and analysis harness — the human does the actual playing.**
**Output:** `production/qa/soak-test-[date]-[duration].md`
**When to run:**
---
**Duration** (default: `1h`):
**Focus** (default: `all`):
---
Read:
monitoring guidance), performance budgets (memory ceiling, target FPS)
soak duration), core loop description
(to avoid re-documenting known issues)
(to understand what has been formally tested vs. what the soak covers)
Note any performance budget targets from technical-preferences.md:
---
Based on duration, generate timed checkpoints:
**30m soak**: T+0, T+10, T+20, T+30 **1h soak**: T+0, T+15, T+30, T+45, T+60 **2h soak**: T+0, T+20, T+40, T+60, T+80, T+100, T+120 **4h soak**: T+0, T+30, T+60, T+90, T+120, T+180, T+240
At each checkpoint, the observer records the observation items defined in Phase 4.
---
Engine-specific monitoring guidance:
**Godot 4:**
`Object Count → Objects` across checkpoints
(some growth on load is expected; sustained growth indicates a leak)
in Godot 4.6
**Unity:**
**Unreal Engine:**
At each checkpoint, note:
Collect subjective observations at each checkpoint:
---
# Soak Test Protocol > **Date**: [date] > **Duration**: [duration] > **Focus**: [memory | stability | balance | all] > **Engine**: [engine] > **Generated by**: /soak-test --- ## Pre-Session Setup Before starting the soak: - [ ] Game is running from a **fresh launch** (not resumed from a prior session) - [ ] All background applications closed (minimise OS memory interference) - [ ] Performance monitoring tool open and recording: - **Godot**: Debugger → Monitors tab → Memory section visible - **Unity**: Memory Profiler window open - **Unreal**: `stat memory` ready in console - [ ] Soak target confirmed: [session design intent from game concept] - [ ] Prior known issues to watch for: [from most recent playtest / qa-plan] --- ## Baseline (T+0) — Record Before Playing | Met
Turn Claude Code into a full game dev studio — 49 AI agents, 72 workflow skills, and a complete coordination system mirroring real studio hierarchy.
Repo: Donchitos/Claude-Code-Game-Studios
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