What problem does it solve? Game testing spans many domains with distinct risk profiles, and ad-hoc testing misses system interactions, device variability, and cheat vectors. This Skill provides a structured four-phase workflow (Plan, Design, Execute, Report) grounded in ISTQB GA and OWASP Gaming Security so coverage is systematic rather than improvised. ## Core Features & Use Cases - Phased test workflow: Plan produces a test-case matrix with 1:N derivation from acceptance criteria, Design writes engine-native test cases per system, Execute runs suites in parallel across device and network profiles, and Report aggregates pass rates, defect density, and release-gate decisions. - Engine-specific toolchains: Covers Unity (Test Framework, Netcode, Profiler), Unreal Engine 5 (Gauntlet, Replication Graph, Insights), and Godot 4 (GutTest, MultiplayerAPI), with ready-made example test suites for each. - Security and cheat detection: Reference guides for save-data integrity (HMAC validation), speed-hack and teleport detection, input validation, and economy anti-exploitation test cases. - Use Case: A QA engineer testing a Unity multiplayer game uses the skill to derive test cases from acceptance criteria, parametrize them across device tiers and network latency profiles (0–500ms, 0–5% packet loss), execute in parallel, and produce a quality dashboard with a GO/NO-GO release recommendation. ## Quick Start Ask the AI to plan a game testing workflow for your project by specifying the game engine, target platforms, and the system scope such as mechanics, progression, multiplayer, AI, performance, or security.