threejs-qa-release

Verify and release Three.js browser games: playtest QA, automated bot playtests, mobile and responsive checks, production builds, static-hosting base paths, debug gating, bundle review, screenshots, visual regression baselines, canvas-pixel inspection with measured metrics, and release risk reports.

By majidmanzarpour · 1,948 installs

npx skills add majidmanzarpour/threejs-game-skills --skill threejs-qa-release

Source repository · Upstream listing

Three.js QA Release Prove the game works the way a player will meet it, then prepare a shippable build with its known risks. Resolve <this skill dir and local references from the actual loaded skill file; resolve sibling skills beside it before using runner discovered alternatives. Run the inspector from the game project with its npm dependencies installed. References File Read it when references/release checks.md mobile verification, production release, performance evidence, or release failure traps references/visual test harness.md screenshot baselines, visual regression, UI or generated asset regression protection references/playtest bot.md release ready gameplay claims, difficulty and fairness checks, or a loop never driven by scripted input QA pass For a complete game use the full pass below. For narrow edits select checks covering the affected behavior, states, and target viewports. Reuse valid specialist evidence from the same code revision; the lead owns one consolidated pass. Repeat only after relevant changes, failures, or unresolved concerns. An explicit desktop only scope does not require adding mobile gameplay. 1. Install dependencies, run build and typecheck, start the dev or preview server. 2. Open the browser target and capture console, page, and network errors. 3. Confirm non blank, visually varied canvas pixels. 4. Capture active play on each target viewport (desktop and mobile by default), not just the title screen. 5. Exercise the main input, objective progression, fail and retry, and whatever changed most recently. 6. Check HUD text fit, safe areas, touch targets, and responsive layout. 7. When audio changed: user gesture unlock, SFX triggers, ambience loop start and stop, pause and restart cleanup, mute and volume, decode errors. 8. Decide on a visual test harness. For premium, release ready, UI heavy, or generated asset work a harness is usually worth it; say so either way. 9. Run the bot playtest ( tests/bot playtest.template.ts in scaffold games) for release ready gameplay claims and report its metrics JSON. 10. When animation changed, capture a short unpaused sequence and inspect locomotion, clip transitions, feet, rig deformation, and attack/contact timing using references/visual test harness.md . Screenshots alone do not cover gameplay changes. Canvas inspector mobile selects mobile emulation. state <name (with optional seed <n ) awaits the game's test hooks before capture. The state hook must acknowledge { state: name } , and setPausedForScreenshot must stop simulation immediately while rendering continues. Capture freezes the acknowledged state before settling; the complete preparation phase has a timeout. Missing hooks, no op results, unknown states, and mismatched acknowledgements fail. Reports retain state and add requestedState , appliedState , and runId . Scaffold games have their own copy plus npm run inspect:canvas . Use a fresh run id for each verification pass and a separate out directory. Declare expected viewport/state pairs before capture in the director's references/evidence manifest.md format, then run its checker with manifest . Include all requested states; do not remove a failing slot to make the manifest pass. Omitting state performs only a current view canvas check. The JSON carries a metrics block (color entropy, edge density, luminance contrast, dominant color share) and a renderBudget comparison against tier budgets. These are the Measured Evidence for the visual scorecard in threejs aaa graphics builder/references/visual scorecard.md ; over budget rows need a documented tradeoff, and blank canvas or error conditions exit non zero. Release pass Inspect package scripts, Vite config, base path, and public assets → gate debug UI, logging, and test helpers → run the production build and preview it on a static server → check the built output on target viewports → review bundle and large assets → document the deploy command, host assumptions, and residual risks. Report Lead with the result and unresolved defects. Put the detailed commands, manifest, captures, motion evidence, controls exercised, issues fixed, and deployment notes in the project's evidence report. Include the harness decision and bot metrics when in scope. Return the artifact path to the lead; passing pixels and acknowledged state hooks do not establish aesthetic quality or successful gameplay by themselves.