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testland/game-perf-profiling

Profiles game builds against frame-time, memory, GPU draw-call, and GC-spike budgets using Unity Profiler + Profile Analyzer + Performance Testing package and Unreal Insights + stat commands. Establishes pass/fail thresholds (16.6 ms at 60 fps, 33.3 ms at 30 fps), writes automated performance regression tests that run in CI, and emits a structured budget report per SKU. Use when a title must hit a declared frame-time or memory budget before a milestone gate or platform-cert submission, or when a recent change needs a performance regression check.

74

Quality

93%

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Overview
Quality
Evals
Security
Files

Quality

Content

86%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 strong, actionable skill body: a well-sequenced Unity/Unreal workflow with executable code, exact commands, version pins, validation gates, and a budget-report template, with heavy module detail correctly offloaded to two real reference files. It could tighten a few prose passages and make its error-recovery feedback loops more explicit.

Suggestions

Tighten verbose prose such as the 'stat unit is the first command to run on any new build...' paragraph and condense anti-pattern rows to the failing condition and fix only.

Add an explicit validate→fix→retry loop after a FAIL p99 result (e.g., 'On FAIL: isolate the marker, apply the matching anti-pattern fix, re-capture, re-compare against baseline') to lift workflow_clarity from 4 to 5.

Trim explanatory bullets that restate API behavior Claude can read from the code (e.g., the WarmupCount/MeasurementCount gloss) to the non-obvious specifics (defaults and the 1 ms floor) only.

DimensionReasoningScore

Conciseness

The body is efficient and largely assumes Claude's competence — it gives engine-specific commands, API specifics, and version numbers rather than explaining what a profiler or GC is — but a few prose passages (e.g., 'stat unit is the first command to run on any new build...') and some anti-pattern rows could be trimmed, placing it at the 4 anchor ('efficient; minor instances of over-explanation') rather than the 5 anchor where every token earns its place.

4 / 5

Actionability

Provides copy-paste-ready, executable guidance for the common cases: Measure.Method/Measure.Frames C# samples, a GC.Alloc ProfilerMarkers snippet, the exact CI batch command, a stat-commands table, and `ProfileGPU`/`stat unit` commands, matching the score-5 anchor for fully executable coverage rather than the 4 anchor with minor gaps.

5 / 5

Workflow Clarity

Seven clearly sequenced Steps with explicit validation gates ('fail the build if any PerformanceMeasurement sample set has a median or p99 exceeding the declared threshold', 'A FAIL on p99 triggers a regression investigation') and an anti-patterns checklist, but the validate→fix→retry feedback loop is only implicit, matching the 4 anchor ('most checkpoints present; minor validation gaps') rather than the 5 anchor's explicit error-recovery loops.

4 / 5

Progressive Disclosure

The spine is an overview that points module and trace-channel detail to two well-signaled, one-level-deep references (references/unity-profiler.md and references/unreal-insights.md), both confirmed real leaf files with no nested references, matching the score-5 anchor for clear overview with appropriately split one-level-deep navigation.

5 / 5

Total

18

/

20

Passed

Description

100%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.

An excellent description: it states multiple concrete capabilities, names the engines and budgets precisely, and gives an explicit 'Use when' clause with two real trigger scenarios. It is specific, comprehensive, and clearly distinct from general profiling skills.

DimensionReasoningScore

Specificity

Lists multiple concrete actions across two engine stacks — 'Profiles game builds against frame-time, memory, GPU draw-call, and GC-spike budgets', 'Establishes pass/fail thresholds (16.6 ms at 60 fps, 33.3 ms at 30 fps)', 'writes automated performance regression tests that run in CI', 'emits a structured budget report per SKU' — which is comprehensive coverage, matching the score-5 anchor rather than the 4 anchor that implies minor gaps.

5 / 5

Completeness

Explicitly answers what ('Profiles game builds... emits a structured budget report per SKU') and when ('Use when a title must hit a declared frame-time or memory budget before a milestone gate or platform-cert submission, or when a recent change needs a performance regression check'), directly matching the score-5 anchor with concrete trigger phrases.

5 / 5

Trigger Term Quality

Comprehensive natural-term coverage including synonyms ('frame-time'/'60 fps'/'30 fps', 'performance regression'/'CI regression') and tool names users would say ('Unity Profiler', 'Unreal Insights', 'stat commands', 'budget', 'platform-cert'), matching the score-5 anchor for synonyms and variations rather than the 4 anchor with a few missing.

5 / 5

Distinctiveness Conflict Risk

Occupies a clear niche (game-engine performance QA against declared budgets with platform-cert gating) with distinct triggers unlikely to fire for unrelated skills, matching the score-5 'clear niche with minimal conflict risk' anchor rather than the 4 anchor's minor overlap.

5 / 5

Total

20

/

20

Passed

Validation

93%

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

Validation15 / 16 Passed

Validation for skill structure

CriteriaDescriptionResult

metadata_version

'metadata.version' is missing

Warning

Total

15

/

16

Passed

Reviewed

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