Agent skill

Gamedev Shipping

by ericrisco in ericrisco/rsc-harness

A skill your agent uses when exporting, packaging, signing, or publishing a game — export presets per engine, macOS notarization, cross-origin isolation for threaded web builds, Android…

MITAuto-check passedGame Development

Install Gamedev Shipping

skills CLI
$ npx skills add ericrisco/rsc-harness --skill gamedev-shipping -a claude-code

Project install by default; add -g for ~/.claude/skills/.

GitHub CLI
$ gh skill install ericrisco/rsc-harness gamedev-shipping --agent claude-code

Project scope by default; add --scope user for a personal install. Needs GitHub CLI 2.90.0 or later (public preview).

Manual copy
$ git clone --depth 1 https://github.com/ericrisco/rsc-harness.git skills-src && mkdir -p .claude/skills && cp -r skills-src/skills/gamedev-shipping .claude/skills/gamedev-shipping && rm -rf skills-src

Use ~/.claude/skills/ instead of .claude/skills for a personal install. The folder must contain SKILL.md.

Claude Code skills documentation · loads skills from .claude/skills/

Facts

Skill name
gamedev-shipping
GitHub stars
174
Token cost
~3.5k tokens
SKILL.md length
1,473 words
Files
6 (incl. references)
Skills in repo
233
Repo updated
First seen
Licence
MIT

At a glance

A skill your agent uses when exporting, packaging, signing, or publishing a game — export presets per engine, macOS notarization, cross-origin isolation for threaded web builds, Android…

  • Publishing a game — export presets per engine
  • SKILL.md covers Version anchors (what…, When NOT to use — and who owns…, Decision rules (settle these… and Export / build per engine, plus 6 more sections
  • Calls xcrun
  • MacOS notarization

What it does

Gamedev Shipping is an agent skill from ericrisco/rsc-harness. Use when exporting, packaging, signing, or publishing a game — export presets per engine, macOS notarization, cross-origin isolation for threaded web builds, Android AAB/keystore, iOS provisioning, store submission (Steam, Play, App Store, itch.io), headless build CI. NOT gameplay code inside the artifact (that is godot, unity, unreal), NOT hosting a web app or container (that is deployment).

Its SKILL.md is about 3.5k tokens, which your agent loads only when the skill is triggered. The skill folder holds 7 other files, including reference files (for example `evals/README.md`, `evals/cases.yaml` and `references/mobile-and-desktop.md`).

It sits in Game Development, covering Game development. It works with macOS, Godot, Android and iOS. The repository describes itself as: Your agent invents things because it has no memory, and can't touch your database because it has no arms. rsc is the meta-harness that gives it both, plus the trade to know the… The licence is MIT.

When your agent uses it

  • Publishing a game — export presets per engine
  • MacOS notarization
  • Cross-origin isolation for threaded web builds
  • Android AAB/keystore

Example prompts

  • “/gamedev-shipping”

What it can do on your machine

Read from SKILL.md and the folder at commit e3d5b33. It shows what the files ask for, not the result of running them.

  • Tool permissions

    Pre-approves nothing: there is no allowed-tools line, so your agent's usual permission prompts apply.

    From allowed-tools in the SKILL.md frontmatter.

  • Runs code

    Shell commands in SKILL.md call:

    • xcrun

    From the folder's file list and the shell code blocks in SKILL.md.

  • Network

    No URLs in SKILL.md.

    From URLs in SKILL.md, links to its own repository left out.

  • Credentials

    Names no API keys, tokens, secrets or passwords.

    From names ending in _API_KEY, _TOKEN, _SECRET, _KEY or _PASSWORD in SKILL.md.

Context cost

Gamedev Shipping loads about 3.5k tokens when it runs, and up to ~8.4k if it reads all its reference files. Until then it costs about 105 tokens; SKILL.md has 1,473 words of instructions outside code blocks.

Always · name and description, kept in context so the agent knows when to use it
~105
When it runs · the whole SKILL.md, loaded when a task matches
~3.5k
With references · SKILL.md plus every file in references/, read only if the agent opens them
~8.4k

Estimates: characters ÷ 4, the usual rule of thumb; real counts depend on the model's tokenizer. Scripts and assets cost tokens only if the agent reads them.

Safety

Auto-check passed

The automated check found no risky patterns in SKILL.md.

Automated static check — not a guarantee. Review scripts before installing. It scans the text of SKILL.md for risky patterns (piping downloads into a shell, reading credential files, hidden Unicode, destructive commands); files beside SKILL.md are not scanned.

SKILL.md

The full file from ericrisco/rsc-harness at commit e3d5b33, republished under its MIT licence (© ericrisco). 1,473 words, ~3,499 tokens.

Download SKILL.mdSave it as .claude/skills/gamedev-shipping/SKILL.md (or your agent's skills folder). This skill also uses 5 other files; get the full folder from GitHub.
name
gamedev-shipping
description
Use when exporting, packaging, signing, or publishing a game — export presets per engine, macOS notarization, cross-origin isolation for threaded web builds, Android AAB/keystore, iOS provisioning, store submission (Steam, Play, App Store, itch.io), headless build CI. NOT gameplay code inside the artifact (that is `godot`, `unity`, `unreal`), NOT hosting a web app or container (that is `deployment`).
tags
export, build, release, packaging, store, steam, itch, notarization, webassembly, aab
recommends
godot, unity, unreal, deployment
profiles
full
origin
risco

Ship the game — export, build & release (per engine · per platform)

Take a finished project from editor → signed, correctly-configured artifact → live on the right target (desktop / web / mobile / store), with the platform gotchas that silently break a build handled up front. This skill owns the packaging and release boundary; the engine skills own the code that runs inside the artifact.

text
project ──[engine export/build]──▶ artifact ──[per-platform sign/config]──▶ target
Godot templates·Unity Build Profiles·Unreal Shipping    desktop·web·mobile    Steam·Play·App Store·itch

Version anchors (what "current" means here — July 2026)

ToolTargetShip note
Godot4.5 stable (4.6 dev)Export templates must match the editor build exactly (4.5.1 editor ⇒ 4.5.1 templates). C#/.NET edition has NO web export — GDScript/standard only.
UnityUnity 6 (6000.x)"Build Settings" is now Build Profiles. IL2CPP backend for iOS/Android/WebGL.
Unreal5.6Ship in the Shipping config; test packaged builds in Development.
AndroidJDK 17, target a recent API levelAAB required for Google Play (new apps + updates). APK only for sideload/itch/direct.
iOS/macOSXcode 16+, notarytoolaltool notarization is dead — use xcrun notarytool.

When NOT to use — and who owns it instead

AskOwnerWhy the line is there
Gameplay, shaders, netcode, physics — any runtime logic../godot/SKILL.md, ../unity/SKILL.md, ../unreal/SKILL.md, ../gamedev-shaders/SKILL.md, ../gamedev-multiplayer/SKILL.md, ../gamedev-physics/SKILL.mdThis skill packages code, it does not write it. The boundary is the export button.
Hosting a normal web app, API or container (Dockerfile, Coolify, Vercel, VPS)../deployment/SKILL.mdA WebAssembly game is static files; only its headers are special (below). Borrow its Actions + header-setting patterns.
Game feel, economy, narrative../game-design/SKILL.md, ../game-storytelling/SKILL.mdDesign intent, not packaging.
Signing-key and CI secret handling in general../secure-coding/SKILL.mdThe practice this skill assumes for keystores/certs.

Decision rules (settle these before touching a build)

QuestionRule
Web build uses threads / SharedArrayBuffer?You must serve COOP: same-origin + COEP: require-corp (cross-origin isolation). No headers ⇒ no threads ⇒ boot failure.
Godot + C# + web?Impossible today. Switch to GDScript for web, or ship that title desktop/mobile only.
Play Store?AAB, signed with an upload key, Play App Signing on. Not APK.
macOS distribution outside the App Store?codesign (Developer ID) → notarize → staple. Skipping = Gatekeeper blocks it.
Mac App Store?Different cert (Apple Distribution) + sandbox entitlements; notarization is automatic, not manual.
Steam?SteamPipe upload via steamcmd + an app_build VDF; set the default branch live in the partner site.
Quick public build / demo / jam?itch.io + butler push. Tick "SharedArrayBuffer support" for threaded web builds.
Release config?Godot release preset (debug off), Unity release/IL2CPP, Unreal Shipping. Never ship a debug/Development build.

Export / build per engine

Godot — Editor ▸ Manage Export Templates (match version), then Project ▸ Export, add one preset per platform. Headless for CI:

bash
godot --headless --export-release "Windows Desktop" build/game.exe
godot --headless --export-release "Web"             build/index.html
# Android AAB needs the Gradle build template + JDK 17 + a release keystore (see references)

Web preset toggles: Thread Support (⇒ needs COOP/COEP) and Extensions Support. Android needs Project ▸ Install Android Build Template (enables Use Gradle Build).

Unity — File ▸ Build Profiles (formerly Build Settings). Create a profile per platform; override Player Settings per profile (company/product name, bundle id, icons, scripting backend). iOS/Android/WebGL force IL2CPP. CI headless:

bash
Unity -quit -batchmode -nographics -projectPath . \
  -buildTarget Android -executeMethod BuildScript.PerformBuild -logFile -

Android: tick Build App Bundle (Google Play) for AAB; set the keystore in Publishing Settings. WebGL: threads ⇒ COOP/COEP; keep decompression fallback for hosts that can't set gzip/br headers.

Unreal — build configurations, not "modes": Debug, DebugGame, Development (test packaged builds — keeps logs/console), Test, Shipping (release — strips logging, most optimized). Package via Platforms ▸ <target> ▸ Package Project, the Project Launcher, or UAT for CI:

bash
RunUAT BuildCookRun -project="Game.uproject" -platform=Win64 \
  -clientconfig=Shipping -cook -stage -pak -package -archivedirectory=build

Android adds -distribution for an AAB; iOS requires a Mac + provisioning. Run the platform Turnkey/SDK setup once (Android Studio + NDK, or Xcode) or the cook fails.

→ full per-engine preset/flag tables: references/mobile-and-desktop.md and references/stores-and-ci.md.

Per-platform

Desktop (Windows / macOS / Linux) — the simplest path
OSSign?Gotcha
WindowsOptional (Authenticode; EV avoids SmartScreen warm-up)Unsigned still runs but SmartScreen warns; ship .exe + engine data next to it, or an installer.
LinuxNoShip binary + data, or wrap as AppImage/Flatpak for a portable single file.
macOSRequiredMust codesign (Developer ID Application) + notarize + staple, or Gatekeeper refuses to open it.

macOS notarization (the step everyone forgets):

bash
codesign --deep --force --timestamp --options runtime \
  --sign "Developer ID Application: Studio (TEAMID)" Game.app
ditto -c -k --keepParent Game.app Game.zip
xcrun notarytool submit Game.zip --keychain-profile "AC" --wait   # store creds once via store-credentials
xcrun stapler staple Game.app                                     # staple so it verifies offline

--options runtime (Hardened Runtime) is mandatory for notarization. Codesign every bundled .dylib/helper before the outer .app, inside-out.

Web — the header trap (read this before blaming your build)

Threaded WebAssembly builds (Godot with Thread Support, Unity WebGL with threads) use SharedArrayBuffer, which browsers gate behind cross-origin isolation. The server must send:

Cross-Origin-Opener-Policy: same-origin
Cross-Origin-Embedder-Policy: require-corp

Missing them ⇒ SharedArrayBuffer is not defined, a hang, or a blank canvas — even though the files are fine. Where to set them:

  • Netlify _headers, Vercel vercel.json headers, nginx add_header — set both on the game path.
  • itch.io — tick "This file will be played in the browser" ▸ SharedArrayBuffer support; itch sets the headers for you.
  • GitHub Pages — cannot set headers. Use a non-threaded export, or the coi-serviceworker shim (a service worker that re-serves with the headers).

COEP: require-corp also means every cross-origin subresource (fonts, analytics, embeds) must send CORP/CORS or it's blocked. Godot C#/.NET has no web export at all — use GDScript.

→ per-host configs, the service-worker shim, COEP subresource fallout, a self-test snippet and the Godot vs Unity web specifics: references/web-export-headers.md.

Mobile

Android — needs JDK 17 and the engine's Gradle build template. Ship AAB to Play (Google re-signs and generates per-device APKs), APK for sideload/itch/direct. Generate a release keystore once and reuse it forever (lose it = you can't update the app without Play App Signing key reset):

bash
keytool -genkey -v -keystore release.keystore -alias game \
  -keyalg RSA -keysize 2048 -validity 10000

Keep the keystore + passwords out of git (CI secret). versionCode must increase every upload.

iOS — Mac + Xcode + Apple Developer account. Bundle ID must match an App ID; pick a provisioning profile (development / ad-hoc / App Store) and a signing certificate. Archive, then upload to App Store Connect / TestFlight via Xcode Organizer or Transporter. CFBundleVersion must increase per upload.

→ full keystore + Play App Signing, provisioning/TestFlight, Windows Authenticode and Linux AppImage/Flatpak walkthroughs: references/mobile-and-desktop.md.

Show full SKILL.md (564 more words)Show less

Store prep

  • Assets: platform icons (Android adaptive, iOS icon set, Windows .ico, macOS .icns), splash/launch, store screenshots per device class, a trailer where required.
  • Metadata: title, short + full description, keywords, category, support/privacy URLs, localized strings.
  • Age ratings: fill the IARC questionnaire (Play, Microsoft, Nintendo) or ESRB/PEGI/USK; Apple has its own age-rating questionnaire. Wrong answers = removal.
  • Google Play: AAB + Play App Signing, a recent target API level, content rating, and the Data safety form.
  • Steam: Steamworks partner + appid; define depots; upload with SteamPipe (steamcmd +run_app_build app_build_APPID.vdf); store page assets; set the branch live.
  • itch.io: butler push build/ user/game:channel --userversion 1.2.3 — channel name (e.g. windows, html5) picks the platform.
  • Mac App Store: Apple Distribution cert + App Sandbox entitlements (not Developer ID); notarization is handled by App Store submission.

→ Steamworks/SteamPipe VDF, butler channels, Play/App Store submission checklists: references/stores-and-ci.md.

CI/CD for builds

Headless export in GitHub Actions; version from the run/commit so every artifact is traceable.

  • Godot: run in a container that bundles matching export templates (e.g. a barichello/godot-ci-style image), godot --headless --export-release.
  • Unity: game-ci/unity-builder + a license activation step (secrets); matrix over targets.
  • Unreal: needs a self-hosted runner with the engine installed (multi-GB); UAT BuildCookRun.
  • Signing in CI: import the keystore/cert from an encrypted secret at runtime, never commit it. macOS notarization runs on a macos-latest runner with notarytool + an App Store Connect API key.
  • Versioning: semver tag for releases; a monotonic build number from github.run_number or the git commit count feeds versionCode/CFBundleVersion/Steam build description.

→ ready per-engine workflows with signing: references/stores-and-ci.md.

Ship-time optimization

  • Texture compression per platform: ASTC (mobile), BCn/DXT (desktop), ETC2 (GLES fallback). Set per-platform import overrides — never ship uncompressed PNGs to mobile.
  • Strip the fat: Unity Managed Stripping Level: High + IL2CPP; Unreal Shipping drops logs/console; Godot — export only used resources and disable unused modules in a custom template.
  • Startup: small boot scene, stream/preload heavy assets, compress the .pck/data, use Ogg Vorbis over WAV. Web: enable gzip/brotli on .wasm/.pck.
  • Budgets: set a per-platform size budget (web especially — every MB is download latency) and check the final artifact against it before submitting.

Anti-patterns

Anti-patternDo instead
Web build works locally, host it laterSet COOP/COEP now; file:// and simple servers hide the SharedArrayBuffer failure.
Planning a Godot C# web exportIt doesn't exist in 4.x. GDScript for web, or no web.
Treating notarization as optionalOn macOS, no notarize + staple = Gatekeeper blocks the app for every user.
Shipping an APK to the Play StorePlay requires AAB for new apps and updates.
Committing the keystore so CI can signKeystore/cert live in encrypted CI secrets, never in git.
Shipping the Development/Debug configShip Godot release / Unity IL2CPP release / Unreal Shipping — debug leaks console + is slow.
Export templates "close enough" (4.5 vs 4.5.1)Godot templates must match the editor build exactly or export breaks.
Uncompressed texturesPer-platform compression (ASTC/BCn/ETC2) — raw textures blow memory + size.
Reusing an old versionCode/CFBundleVersionBoth must strictly increase or the store rejects the upload.

Checklist

  • Release/Shipping config, not Debug/Development.
  • (Godot) export templates match the editor version exactly.
  • (Web, threaded) COOP same-origin + COEP require-corp served; boots without SharedArrayBuffer errors.
  • (Godot + web) confirmed GDScript, not C#/.NET.
  • (macOS) codesigned (Hardened Runtime) + notarized + stapled.
  • (Android) AAB for Play, JDK 17, release keystore in CI secrets, versionCode bumped.
  • (iOS) provisioning profile + signing cert correct, CFBundleVersion bumped.
  • Store assets: icons, splash, screenshots, metadata, age rating done.
  • Version/build number set from CI and traceable.
  • Textures compressed per platform; build size within budget.

© ericrisco, MIT. Rendered from Markdown: HTML in the file is shown as text, images as links, and headings moved down two levels. Raw file

Files

SKILL.md and 5 other files (references) in skills/gamedev-shipping of ericrisco/rsc-harness.

  • SKILL.md
  • evals/README.md
  • evals/cases.yaml
  • references/mobile-and-desktop.md
  • references/stores-and-ci.md
  • references/web-export-headers.md

Open the folder on GitHubat commit e3d5b33

Compare with similar skills

Gamedev Shipping next to the 5 skills that share the most tags, products or categories with it. Stars are the repository's; “used in” counts other GitHub owners with a copy.

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Gamedev Shipping this skillericrisco/rsc-harness174—~3.5kAutomated safety check: PassMIT
Scenario Godot Performance Exportscenario-labs/skills931—~5.1kAutomated safety check: NotesMIT
Godot Export Buildsthedivergentai/GD-Agentic-Skills816—~3kAutomated safety check: PassLGPL-3.0
Godot Admob Mediationpoingstudios/godot-admob-plugin632—~364Automated safety check: PassMIT
Godot Platform Mobilethedivergentai/GD-Agentic-Skills816—~3.2kAutomated safety check: PassLGPL-3.0
Godot Admob Migratepoingstudios/godot-admob-plugin632—~1kAutomated safety check: PassMIT

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Questions about Gamedev Shipping

What does Gamedev Shipping do?

A skill your agent uses when exporting, packaging, signing, or publishing a game — export presets per engine, macOS notarization, cross-origin isolation for threaded web builds, Android…. Gamedev Shipping is an agent skill from ericrisco/rsc-harness.io), headless build CI.

When should I use Gamedev Shipping?

Gamedev Shipping fits situations like: publishing a game — export presets per engine; macOS notarization; cross-origin isolation for threaded web builds; android AAB/keystore.

How do I install Gamedev Shipping in Claude Code?

Run `npx skills add ericrisco/rsc-harness --skill gamedev-shipping -a claude-code`. Or copy the skill folder (skills/gamedev-shipping in ericrisco/rsc-harness) into .claude/skills/gamedev-shipping in your project. Claude Code loads it when a task matches its description.

How do I install Gamedev Shipping in Codex?

Run `npx skills add ericrisco/rsc-harness --skill gamedev-shipping -a codex`. Or copy the skill folder (skills/gamedev-shipping in ericrisco/rsc-harness) into .agents/skills/gamedev-shipping in your project. Codex loads it when a task matches its description.

Can I use Gamedev Shipping in Cursor, Gemini CLI or GitHub Copilot?

Cursor, Gemini CLI, GitHub Copilot and OpenCode also load SKILL.md folders. With the skills CLI, run `npx skills add ericrisco/rsc-harness --skill gamedev-shipping -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/gamedev-shipping, .gemini/skills/gamedev-shipping, .github/skills/gamedev-shipping and .opencode/skills/gamedev-shipping in your project.

What does Gamedev Shipping need to run?

Going by SKILL.md and its folder, Gamedev Shipping needs the command-line tools its instructions call (xcrun).

Does Gamedev Shipping access the network?

SKILL.md contains no URLs. Any network use would come from the scripts or tools the agent runs. This is read from the text; nothing was executed.

Is Gamedev Shipping safe to install?

Our automated static check of SKILL.md found no risky patterns, such as piping downloads into a shell, reading credential files or hidden Unicode. It is not a guarantee. Review the folder before installing.

What licence does Gamedev Shipping use?

Gamedev Shipping is published under the MIT licence (the repository's licence). It allows redistribution, so the full SKILL.md is shown on this page.

How many tokens does Gamedev Shipping use?

About 3.5k tokens (SKILL.md is roughly 14k characters). Agents keep only the skill's name and description in context until a task matches; then they load SKILL.md in full. Its references folder adds about 4.9k tokens, read only when the agent opens those files.

What are the alternatives to Gamedev Shipping?

Skills that share tags, products or a category with Gamedev Shipping: Scenario Godot Performance Export (scenario-labs/skills, 931 stars), Godot Export Builds (thedivergentai/GD-Agentic-Skills, 816 stars), Godot Admob Mediation (poingstudios/godot-admob-plugin, 632 stars) and Godot Platform Mobile (thedivergentai/GD-Agentic-Skills, 816 stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.

Who maintains Gamedev Shipping?

ericrisco (a GitHub user) maintains it in ericrisco/rsc-harness, which has 174 GitHub stars. The repository holds 233 skills in this directory. The repository was last updated on October 7, 2026.

Source: ericrisco/rsc-harness on GitHub. Facts on this page come from the repository at the commit we read; the author's words are quoted as theirs.