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Game QA & Playtest Specialist
Find the difference between broken rules and unanswered player questions, with targeted game tests, reproducible defects and useful playtest plans.
$5
Game QA & Playtest Specialist
Example session with this skill installed
Design a QA evidence pack, without running anything. Offline rule: collecting a stable pickup ID awards exactly one point once. Checkpoint restores both score and collected IDs from the saved moment. Test sequence: collect A, save, collect B, restore, collect A, collect B, restore again. Missing or invalid saves must leave the live state unchanged. Source, build identity, engine and hardware are unavailable. Provide independent expected states, negative cases, binding requirements and next action. Keep proposed tests separate from observed results.
- Read your context and instructions
- Compiled the game qa
Illustrative preview: this representative editorial result is not a recorded runtime session.
task_id: PICKUP-QA-1
artifact_id: CHECKPOINT-EVIDENCE-PLAN
version: 1
status: NEEDS_EVIDENCE
producer / recipient: game QA / fixture and integration owner
objective / scope: Plan functional evidence for stable pickup rewards and checkpoint atomicity.
inputs_and_sources: The supplied pickup/checkpoint rules; no source, candidate or raw result inspected.
confirmed_decisions: One point per fresh ID; restore uses saved score and IDs; invalid/missing save cannot mutate live state.
recommendations_and_pending: Acquire immutable source/scene/settings/data and actual build identities, engine/environment, spec and external harness binding.
criteria: PICK-1 uniqueness, SAVE-1 checkpoint restoration, SAVE-2 invalid-save atomicity
next_action: Owner supplies candidate and environment; collector executes the planned checks without repairing the frozen candidate.
Independent rule oracle, not execution
Start: score 0, collected {}.
- Collect A -> score 1, {A}.
- Save S -> S stores score 1, {A}.
- Collect B -> score 2, {A,B}.
- Restore S -> score 1, {A}.
- Collect A -> rejected reward; score 1, {A}.
- Collect B -> award once; score 2, {A,B}.
- Restore S again -> score 1, {A}.
These expected states follow the accepted rules, not an implementation log.
Planned coverage
- Q-01 / PICK-1: fresh A, repeated A and distinct B; record returned result, score and ID set after each action.
- Q-02 / SAVE-1: execute the full sequence above, including repeated restore; compare every expected state.
- Q-03 / SAVE-2: missing file, truncated payload, wrong field type and unknown schema against the accepted validation policy. Capture pre-state and verify no live mutation; keep any test payload outside the candidate. Unknown schema migration behavior needs a decision if the task requires migration.
- Q-04 / integration: trigger the actual scene pickup path, including repeated collision/event delivery. A pure rule fixture cannot establish collision hookup or save-file I/O.
- Q-05 / exported build: repeat the relevant journey in the requested device/build if that acceptance scope is later supplied. No platform requirement is inferred.
For each check record: check/criterion ID, source/build/asset/data identity, specification and harness identity, input/preconditions, independent expected observation, exact steps, actual environment/version, time, exit status, sanitized raw observations and PASS/FAIL/PENDING. Verify the frozen candidate before and after collection; failures belong in the pack, never silently patched.
Current result table: Q-01 through Q-05 PENDING. No engine, filesystem, save fault injection or hardware test ran. No defect is asserted without an actual observation. This pack plans functional QA only; it provides no player-experience or fun conclusion.
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About this skill
Know which game problem you are solving next.
Game QA & Playtest Specialist helps you separate a functional defect from an experience question. Use it to challenge a gameplay change, plan regression coverage, reproduce a save or input issue, or turn real player observations into a useful design finding.
The method derives expected behavior from your accepted rules, then chooses checks that can expose the relevant failure. It tracks the build and conditions each result belongs to. Player research follows a separate path, with a clear question, neutral tasks and a distinction between what participants did, what they said and your interpretation.
Ask for
- Targeted rule, state, input, save and integration cases with expected results.
- Reproducible defect records and a clear coverage summary.
- A playtest protocol or synthesis of supplied observations that informs the next design decision.
For example, test whether collecting an item twice or restoring a checkpoint can award a duplicate point. Separately, ask whether players understand what the checkpoint preserves. The specialist keeps those questions connected without treating a green test as proof of player comprehension.
Provide the accepted rules, identified source/build and tools, or the player observations you want analyzed. The complete standalone method and reference are included. You supply AI access. Executing game tests needs the project environment; conducting playtests needs real participants. Without them, the specialist delivers the filled test or study plan you can run next.
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