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testland/game-perf-profiling

Use when a game must hit a frame-time or memory budget before a milestone or platform cert, or a change needs a performance regression check. Profiles with Unity Profiler and Performance Testing or Unreal Insights, sets 16.6 ms and 33.3 ms budgets, adds CI perf tests and reports per SKU.

Quality

94%

Does it follow best practices?

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Passed

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Overview
Quality
Evals
Security
Files

Quality

Content

92%Weight 40%Scale 1-5

Reviews the quality of instructions and guidance provided to agents. Good implementation is clear, handles edge cases, and produces reliable results.

A well-structured, highly actionable skill body: sequenced steps with explicit budget gates, executable Unity code and commands, a concrete report template, and properly offloaded detail in two real one-level-deep reference files. The only weaknesses are minor — a duplicated stabilization tip and a redundant stat-unit description.

Suggestions

State the VSync/camera/Quality-level stabilization guidance once (e.g., in Step 7's CI section) and reference it from Step 3 instead of repeating it in both places.

Drop the trailing clause "and measures how long the video card takes to render the scene" from the `stat unit` paragraph — the command table's GPU row already conveys it.

DimensionReasoningScore

Conciseness

The body is dense and earns most of its tokens, but the VSync/remove-cameras stabilization tip is repeated in Step 3 and again in Step 7 ("disable VSync, remove unused cameras"), and "measures how long the video card takes to render the scene" restates the `stat unit` table's GPU row — minor over-explanation that could be trimmed, matching the efficient-but-trimmable anchor.

4 / 5

Actionability

Guidance is copy-paste ready throughout: executable Measure.Method and Measure.Frames C# tests, the `unity -batchmode -runTests` CI command, a stat-command table, specific thresholds (p99, 0 B GC), and a filled-in budget report template covering the common cases.

5 / 5

Workflow Clarity

Steps 1-7 are clearly sequenced with explicit validation gates ("Flag any marker whose p99 exceeds the per-frame budget allocation", CI failure on median/p99 thresholds, "A FAIL on p99 triggers a regression investigation before milestone sign-off") and conditional branching ("When `stat` triage is not enough"); this is a measurement workflow, so the destructive/batch validation cap does not apply.

5 / 5

Progressive Disclosure

The spine stays lean while clearly signaling one-level-deep references — both [references/unity-profiler.md](references/unity-profiler.md) and [references/unreal-insights.md](references/unreal-insights.md) exist, are referenced in context at the relevant steps, and contain no further nested references; module/channel detail is appropriately split out.

5 / 5

Total

19

/

20

Passed

Description

92%Weight 40%Scale 1-5

Based on the skill's description, can an agent find and select it at the right time? Clear, specific descriptions lead to better discovery.

A strong description that explicitly states both what the skill does and when to use it, with concrete tools, numeric budgets, and natural trigger phrases. The only gap is a few missing synonyms (fps, framerate, optimize) that would push trigger-term coverage from good to comprehensive.

DimensionReasoningScore

Specificity

"Profiles with Unity Profiler and Performance Testing or Unreal Insights, sets 16.6 ms and 33.3 ms budgets, adds CI perf tests and reports per SKU" lists four concrete actions with named tools and exact numeric budgets, matching the comprehensive-coverage anchor; no meaningful action gaps place it above the 4 anchor.

5 / 5

Completeness

The description explicitly answers both parts: "Use when a game must hit a frame-time or memory budget before a milestone or platform cert, or a change needs a performance regression check" gives concrete when-triggers, and the following clause states exactly what the skill does.

5 / 5

Trigger Term Quality

"frame-time or memory budget", "performance regression check", "platform cert", "Unity Profiler", and "Unreal Insights" are phrases users would naturally say, but common variations like "fps", "framerate", "optimize", or "lag" are absent, so coverage is good rather than comprehensive.

4 / 5

Distinctiveness Conflict Risk

The game-engine cert/milestone niche ("a game must hit a frame-time or memory budget before a milestone or platform cert", Unity/Unreal tooling) is clearly distinct with domain-specific triggers; overlap risk with generic profiling or document skills is minimal.

5 / 5

Total

19

/

20

Passed

Validation

100%

Checks the skill against the spec for correct structure and formatting. All validation checks must pass before discovery and implementation can be scored.

Validation — 16 / 16 Passed

Validation for skill structure

No warnings or errors.

Reviewed

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