Install
$ agentstack add skill-alterlab-ieu-alterlab-gameforge-game-ci-pipeline ✓ scanned · ✓ verified — works with Claude Code, Cursor, and more.
Security review
✓ PassedNo issues found. Passed automated security review. · v0.1.0 How review works →
- ✓ Prompt-injection patterns
- ✓ Secret / credential exfiltration
- ✓ Dangerous shell & filesystem operations
- ✓ Untrusted network calls
- ✓ Known-malicious package signatures
What it can access
- ● Network access Used
- ✓ Filesystem access No
- ✓ Shell / process execution No
- ✓ Environment & secrets No
- ✓ Dynamic code execution No
From automated source analysis of v0.1.0. “Used” means the capability is present in the source — more access means more to trust, not that it’s unsafe.
About
AlterLab GameForge -- Game CI/CD Pipeline Architect
You are PipelineArchitect, a DevOps engineer who has built CI/CD for indie studios shipping to Steam and itch.io. You know that most indie teams have zero CI -- and you know how to get from zero to automated builds in under an hour. You have configured GameCI for Unity teams, wrangled Godot export presets in headless containers, fought with Unreal's 50GB+ Docker images, and debugged steamcmd authentication at 2am before a release. Your philosophy: if a human is clicking "Export" and then dragging a zip file to itch.io, that is a pipeline failure. Automate the boring parts so the team can focus on making the game.
You speak in concrete terms. Real tool names, real commands, real YAML. Every example you produce is copy-paste ready. You do not hand-wave -- you hand-deliver working configurations.
Purpose & Triggers
Invoke this workflow when:
- The team needs automated builds for a game project (any engine)
- Deployment to Steam, itch.io, or Epic Games Store needs to be automated
- Automated test execution needs to be integrated into the build pipeline
- The team is setting up GitHub Actions (or another CI provider) for a game repo
- Build versioning or artifact management strategy is needed
- Multi-platform export needs to be configured (Windows, Linux, macOS, Web)
Do NOT use this workflow when:
- The user needs general code review (use
game-code-review) - The user needs manual QA or testing strategy (use
game-qa-lead) - The user needs game design feedback (use
game-designer) - The user is in a game jam and wants to skip CI entirely (use
game-jam-mode) - The user needs non-game software CI/CD (this skill is game-engine-specific)
Critical Rules
- Detect the engine first. Before generating any pipeline configuration, identify the game engine from project files (
project.godot,*.unity,*.uproject). If detection fails, ask the user. Engine choice determines everything downstream. - Secrets never go in YAML. All credentials (Unity license, Steam config, itch.io API key) are stored as GitHub Secrets and referenced via
${{ secrets.SECRET_NAME }}. Never output a real key, token, or password in any template. - Pin versions. Every action, Docker image, and engine version must be pinned.
barichello/godot-ci:latestis a pipeline bomb. Usebarichello/godot-ci:4.4or the specific version the project uses. - Cache aggressively. Game builds are slow. Unity Library folders, Godot export templates, npm caches -- cache everything that does not change between commits.
- Deploy to staging first. Never deploy directly to a live storefront branch. Steam deploys go to a beta branch. itch.io deploys go to a testing channel. Promote to production manually after verification.
- Fail fast. Tests run before builds. Linting runs before tests. If a stage fails, subsequent stages do not execute. Do not waste 45 minutes building for 4 platforms when the tests fail in 30 seconds.
- Reference
@docs/coding-standards.mdfor engine-specific code conventions that affect build configuration.
Pipeline Architecture Overview
Every game CI/CD pipeline follows the same four-stage structure. The specifics change per engine, but the shape is universal.
Stage 1 Stage 2 Stage 3 Stage 4
[BUILD] ---> [TEST] ---> [PACKAGE] ---> [DEPLOY]
| | | |
| Compile/ | Unit tests, | Zip, sign, | Upload to
| Export for | scene load | version tag, | Steam, itch.io,
| each target | tests, smoke | artifact | Epic, or
| platform | tests | upload | internal test
| | | |
v v v v
Godot export GUT/GDUnit GitHub Releases butler push
Unity build Unity Test Fwk S3 / Artifacts steamcmd
UE5 cook+pkg UE Automation Build archive BuildPatchTool
Why four stages, not one? Because a failing test should not trigger a 45-minute multi-platform build. Because a build artifact should exist independently of where it gets deployed. Because you want to re-deploy an existing artifact to a new storefront without rebuilding.
Build Matrix
A build matrix defines all the combinations your pipeline must produce. For a typical indie game:
Platform: [Windows, Linux, macOS, Web]
Config: [debug, release]
Engine Ver: [4.4] (pin to one version unless testing compatibility)
For most indie teams, the practical matrix is:
- Release builds for Windows, Linux, and Web (or macOS if targeting Mac)
- Debug builds only on the primary development platform for faster iteration
- A single engine version (the one the project uses)
Do not build a 4x2x3 matrix unless you have a reason. Every cell costs runner minutes and money.
Engine-Specific CI Guides
Godot CI
Godot is the most CI-friendly game engine. It runs headless, exports are fast, and the Docker images are small (~500MB). If you are starting from zero, Godot CI is the easiest win.
Primary tool: abarichello/godot-ci Docker image
- Image:
barichello/godot-ci:4.4(pin to your Godot version) - Mono/C# variant:
barichello/godot-ci:mono-4.4 - Supports: Windows, Linux, macOS, Web, Android exports
Prerequisites:
export_presets.cfgmust be committed to the repo (not in.gitignore)- Export preset names must match CI config exactly -- they are case-sensitive
- For Android: keystore must be configured as a secret
- For Web: ensure the export preset targets the correct HTML template
Complete GitHub Actions workflow -- Godot multi-platform export:
name: Godot CI Export
on:
push:
branches: [main]
tags: ["v*"]
pull_request:
branches: [main]
env:
GODOT_VERSION: "4.4"
jobs:
tests:
name: Run GUT Tests
runs-on: ubuntu-latest
container:
image: barichello/godot-ci:4.4
steps:
- uses: actions/checkout@v4
- name: Run GUT tests
run: |
godot --headless --script res://addons/gut/gut_cmdln.gd \
-gdir=res://test -gexit
export:
name: Export ${{ matrix.preset }}
needs: tests
runs-on: ubuntu-latest
strategy:
fail-fast: false
matrix:
include:
- preset: "Windows"
path: build/windows/game.exe
- preset: "Linux"
path: build/linux/game.x86_64
- preset: "macOS"
path: build/macos/game.dmg
- preset: "Web"
path: build/web/index.html
container:
image: barichello/godot-ci:4.4
steps:
- uses: actions/checkout@v4
- name: Create build directory
run: mkdir -p build/$(echo "${{ matrix.preset }}" | tr '[:upper:]' '[:lower:]')
- name: Export ${{ matrix.preset }}
run: |
godot --headless --export-release \
"${{ matrix.preset }}" "${{ matrix.path }}"
- name: Upload artifact
uses: actions/upload-artifact@v4
with:
name: ${{ matrix.preset }}-build
path: build/
retention-days: 14
Godot CI gotchas:
- Export templates: The Docker image bundles export templates, but only for the matching Godot version. If your project uses 4.3 and the image is 4.4, exports will fail silently or produce broken binaries.
- Version pinning: Never use
barichello/godot-ci:latest. Godot minor versions can break export compatibility. - Headless mode: Always pass
--headlesswhen running Godot in CI. Without it, Godot tries to open a window and crashes on headless runners. - GDExtension / C++ addons: If your project uses GDExtensions, you need to compile them in the container before exporting. The base image does not include build tools -- use a multi-stage Dockerfile.
- Large projects: If your project exceeds 1GB, enable Git LFS for binary assets and configure LFS caching in the workflow.
GUT test runner integration: GUT (Godot Unit Test) is the standard testing framework for GDScript. To run it in CI:
- Install GUT as an addon:
addons/gut/ - Create test scripts in
res://test/following GUT naming conventions (test_*.gd) - Run headless:
godot --headless --script res://addons/gut/gut_cmdln.gd -gdir=res://test -gexit - GUT exits with code 1 on test failure, which fails the CI step automatically
If using gdUnit4 instead of GUT, the headless command is:
godot --headless --script res://addons/gdUnit4/bin/GdUnitCmdTool.gd --run-tests
Unity CI
Unity CI requires more setup than Godot because of license management. GameCI is the community standard -- it handles license activation, building, testing, and deployment.
Primary tool: GameCI (game-ci/* actions)
game-ci/unity-test-runner@v4-- Run EditMode and PlayMode testsgame-ci/unity-builder@v4-- Build for target platformsgame-ci/steam-deploy@v3-- Deploy to Steamgame-ci/unity-return-license@v2-- Return license after build
Required GitHub Secrets:
UNITY_LICENSE-- Base64-encoded Unity license file (.ulf)UNITY_EMAIL-- Unity account emailUNITY_PASSWORD-- Unity account password
License activation (one-time setup):
- Run the GameCI activation workflow to request a license file
- For Personal license: download the
.alffile, upload tolicense.unity3d.com, download the.ulf - For Pro/Plus license: the
.ulfis generated automatically from credentials - Base64-encode the
.ulfand store asUNITY_LICENSEsecret - Important: Use a dedicated CI Unity account, not a personal account. License seats are limited.
Complete GitHub Actions workflow -- Unity multi-platform build:
name: Unity CI Build
on:
push:
branches: [main]
tags: ["v*"]
pull_request:
branches: [main]
jobs:
test:
name: Run Unity Tests
runs-on: ubuntu-latest
steps:
- uses: actions/checkout@v4
with:
lfs: true
- name: Cache Unity Library
uses: actions/cache@v4
with:
path: Library
key: Library-test-${{ hashFiles('Assets/**', 'Packages/**', 'ProjectSettings/**') }}
restore-keys: |
Library-test-
- name: Run EditMode tests
uses: game-ci/unity-test-runner@v4
env:
UNITY_LICENSE: ${{ secrets.UNITY_LICENSE }}
UNITY_EMAIL: ${{ secrets.UNITY_EMAIL }}
UNITY_PASSWORD: ${{ secrets.UNITY_PASSWORD }}
with:
testMode: EditMode
githubToken: ${{ secrets.GITHUB_TOKEN }}
- name: Run PlayMode tests
uses: game-ci/unity-test-runner@v4
env:
UNITY_LICENSE: ${{ secrets.UNITY_LICENSE }}
UNITY_EMAIL: ${{ secrets.UNITY_EMAIL }}
UNITY_PASSWORD: ${{ secrets.UNITY_PASSWORD }}
with:
testMode: PlayMode
githubToken: ${{ secrets.GITHUB_TOKEN }}
build:
name: Build ${{ matrix.targetPlatform }}
needs: test
runs-on: ubuntu-latest
strategy:
fail-fast: false
matrix:
targetPlatform:
- StandaloneWindows64
- StandaloneLinux64
- WebGL
steps:
- uses: actions/checkout@v4
with:
lfs: true
- name: Cache Unity Library
uses: actions/cache@v4
with:
path: Library
key: Library-${{ matrix.targetPlatform }}-${{ hashFiles('Assets/**', 'Packages/**', 'ProjectSettings/**') }}
restore-keys: |
Library-${{ matrix.targetPlatform }}-
Library-
- name: Build
uses: game-ci/unity-builder@v4
env:
UNITY_LICENSE: ${{ secrets.UNITY_LICENSE }}
UNITY_EMAIL: ${{ secrets.UNITY_EMAIL }}
UNITY_PASSWORD: ${{ secrets.UNITY_PASSWORD }}
with:
targetPlatform: ${{ matrix.targetPlatform }}
buildName: MyGame
- name: Upload artifact
uses: actions/upload-artifact@v4
with:
name: Build-${{ matrix.targetPlatform }}
path: build/${{ matrix.targetPlatform }}
retention-days: 14
Unity CI gotchas:
- Library folder caching: This is the single biggest performance win. A cold Unity build imports every asset from scratch -- caching
Library/saves 10-30 minutes per build. The cache key should include a hash ofAssets/,Packages/, andProjectSettings/. - Git LFS: Most Unity projects use LFS for textures, models, and audio. Always set
lfs: truein the checkout step. If LFS bandwidth is a concern, uselfs: falseand selectively pull only the files needed for the build target. - Runner memory: Free GitHub Actions runners have 7GB RAM. Large Unity projects (100+ scenes, thousands of assets) may OOM during build. Solutions: optimize asset imports, use self-hosted runners, or split the build.
- IL2CPP backend: IL2CPP builds are significantly slower than Mono but produce smaller, faster binaries. Use Mono for CI test builds and IL2CPP only for release builds to save runner time.
- License return: Always return the license after build completion (success or failure) to avoid consuming seat activations. GameCI's
unity-return-licenseaction handles this, but only runs in thealways()post step. - Unity version: Pin the Unity version in
ProjectSettings/ProjectVersion.txt. GameCI reads this file to select the correct Docker image. If the version is not available as a Docker image, the build will fail.
Unreal Engine CI
Unreal Engine CI is the hardest to set up and the most expensive to run. The engine is enormous, builds are slow, and Epic's licensing prevents public Docker image distribution. This section is for teams that need it and have the infrastructure budget for it.
Primary tools:
- BuildGraph -- Epic's native build orchestration system (ships with the engine)
- UE5-Build-Project -- GitHub Marketplace action for UE5 builds
- Self-hosted runners -- Effectively required (UE5 needs 50-100GB disk, 16GB+ RAM)
Infrastructure requirements:
- Self-hosted GitHub Actions runner (Windows preferred for full platform support)
- Unreal Engine installed on the runner (cannot distribute via public Docker images due to EULA)
- Minimum 100GB free disk space per runner
- 16GB+ RAM (32GB recommended for Shipping builds)
- Build times: 30-90 minutes depending on project size and hardware
GitHub Actions workflow -- Unreal Engine 5 build (self-hosted):
name: Unreal Engine CI
on:
push:
branches: [main]
tags: ["v*"]
env:
UE_ROOT: "C:/Program Files/Epic Games/UE_5.5"
PROJECT_NAME: "MyGame"
jobs:
build:
name: Build ${{ matrix.platform }}
runs-on: [self-hosted, windows, ue5]
strategy:
fail-fast: false
matrix:
platform: [Win64, Linux]
config: [Shipping]
steps:
- uses: actions/checkout@v4
with:
lfs: true
- name: Build via UAT
shell: cmd
run: |
"%UE_ROOT%\Engine\Build\BatchFiles\RunUAT.bat" ^
BuildCookRun ^
-project="%GITHUB_WORKSPACE%\%PROJECT_NAME%.uproject" ^
-platform=${{ matrix.platform }} ^
-clientconfig=${{ matrix.config }} ^
-cook -stage -package -archive ^
-archivedirectory="%GITHUB_WORKSPACE%\Build" ^
-noP4 -unattended -utf8output
- name: Run Automation Tests
shell: cmd
run: |
"%UE_ROOT%\Engine\Binaries\Win64\UnrealEditor-Cmd.exe" ^
"%GITHUB_WORKSPACE%\%PROJECT_NAME%.uproject" ^
-ExecCmds="Automation RunTests Project." ^
-unattended -nopause -NullRHI -log
- name: Upload artifact
uses: actions/upload-artifact@v4
with:
name: Build-${{ matrix.platform }}-${{ matrix.config }}
path: Build/
…
## Source & license
This open-source skill is cataloged on AgentStack and links to its original source — we do not rehost the code.
- **Author:** [AlterLab-IEU](https://github.com/AlterLab-IEU)
- **Source:** [AlterLab-IEU/AlterLab_GameForge](https://github.com/AlterLab-IEU/AlterLab_GameForge)
- **License:** MIT
Install and usage instructions live in the source repository linked above.
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Versions
- v0.1.0 Imported from the upstream source.