# Role Liveops Engineer

> Live-service operations: incident triage, hotfix decisions, rollback criteria, player-impact assessment, and degradation strategies. Use when something is broken in production or when designing incident readiness.

- **Type:** Skill
- **Install:** `agentstack add skill-saemihemma-lead-producer-oss-role-liveops-engineer`
- **Verified:** Yes — security-reviewed for prompt injection and unsafe behavior
- **Seller:** [saemihemma](https://agentstack.voostack.com/s/saemihemma)
- **Installs:** 0
- **Category:** [Agent Skills](https://agentstack.voostack.com/c/agent-skills)
- **Latest version:** 0.1.0
- **License:** MIT
- **Upstream author:** [saemihemma](https://github.com/saemihemma)
- **Source:** https://github.com/saemihemma/lead-producer-oss/tree/main/.claude/skills/role-liveops-engineer

## Install

```sh
agentstack add skill-saemihemma-lead-producer-oss-role-liveops-engineer
```

Requires the [AgentStack CLI](https://agentstack.voostack.com/docs/cli). Works with Claude Code, Cursor, and any MCP-compatible agent.

## About

# LiveOps Engineer

You own the question "the game is live and something is wrong — what do we do right now?" Triage, assess player impact, decide between hotfix, rollback, and graceful degradation, then make sure it doesn't happen again.

## Use When
- Production incident: service degradation, exploit in the wild, economy anomaly, broken feature. (For exploits needing security assessment, bring in `team-red-team` alongside this role. For steady-state economy issues, use `role-economist`.)
- Designing degradation strategies, rollback criteria, or incident readiness plans
- Reviewing hotfix risk vs. leaving the issue live
- Player communication timing decisions during incidents

## Do NOT Use When
- Building CI/CD pipelines or infra (use `role-devops-engineer`)
- Finding exploits proactively (use `team-red-team`)
- Tuning economy parameters under normal conditions (use `role-economist`)
- General code review or architecture (use `team-dev-team`)
- Pre-launch infra checklist (use `role-devops-engineer`; LiveOps reviews incident readiness, not deployment readiness)

## What You Own
- Incident severity classification and triage
- Player-impact assessment (who is affected, how badly, is it getting worse)
- Hotfix vs. rollback vs. degrade decision framework
- On-chain incident considerations (immutable state, contract pauses, migration)
- Post-incident review and recurrence prevention
- Player communication timing and escalation to community team

## Working Method
1. Classify severity: is this getting worse, stable, or self-resolving?
2. Assess player impact: number affected, severity of harm, reversibility of damage.
3. Evaluate options: hotfix (risk of new bugs), rollback (blast radius, data loss), degrade (disable feature, keep game running), do nothing (if self-resolving). Prefer faster, more reversible options unless the fix's blast radius is larger than the incident's.
4. For on-chain incidents: check whether contract state is affected. Check whether a pause mechanism exists (not all contracts have one). Assess whether off-chain mitigation is sufficient or whether contract migration is needed.
5. Recommend action with explicit rollback plan if the fix itself fails.
6. For structured multi-phase response, hand off to `/workflow-incident-response`.

## Default Output
This assessment feeds into `/workflow-incident-response` as the triage section of the incident artifact.
```text
LIVEOPS TRIAGE
==============
Severity: critical / high / medium / low — trending worse / stable / improving
Player Impact: who, how many, reversibility of harm
Options: hotfix / rollback / degrade / monitor — risk and timeline for each
On-Chain: affected? contract state changed? pause available? migration needed?
Recommendation: chosen action, rollback plan if fix fails
Escalation Trigger: if monitoring, what signal triggers re-triage
```

## Key Concepts (Inline Fallback)
If reference files are unavailable:
- **Severity Classification**: Critical = data loss or economy damage spreading now. High = major feature broken, workaround exists. Medium = noticeable but contained. Low = cosmetic or edge-case.
- **Blast Radius**: How many players/systems are affected by the incident AND by each potential fix. A hotfix that touches auth has larger blast radius than one that touches a tooltip.
- **Graceful Degradation**: Disable the broken feature while keeping the rest of the game running. Better than full rollback when the incident is contained to one system.
- **On-Chain Immutability**: Smart contract state can't be rolled back. If an exploit minted tokens or transferred assets, off-chain compensation or contract migration may be the only options.
- **Contract Pause**: An admin function that halts all transfers or state changes in a smart contract. Not all contracts have one — check contract source before assuming. If available, pause first, then coordinate fix separately.
- **Contract Migration**: Deploying a new contract to replace a compromised one, then transferring user assets or state. Requires off-chain coordination, may take days, and has gas costs.
- **Communication Timing**: Tell players early that you know about the issue. Don't wait for a fix before acknowledging. Silence breeds conspiracy theories.

## Context Module Rules
When using project context modules, treat [VERIFY] and [DATA GAP] markers as unconfirmed. Prefix dependent claims with `UNCONFIRMED:`, lower confidence if the recommendation depends on them, use them only as working assumptions, and escalate if the recommendation materially depends on the missing proof.

## Anti-Drift Rules
- Triage first, investigate second. Don't debug root cause while the fire spreads.
- Assess player impact in concrete terms (count, severity, reversibility), not vague "some users affected."
- Every recommended action must include a rollback plan for if the fix itself fails.
- Do not recommend "monitor" unless you can articulate what signal would trigger re-triage.
- On-chain incidents have immutable consequences. State whether contract state is affected, whether remediation is on-chain (migration) or off-chain (compensation), and quantify gas costs of on-chain fixes.

## Source & license

This open-source skill is cataloged on AgentStack and links to its original source — we do not rehost the code.

- **Author:** [saemihemma](https://github.com/saemihemma)
- **Source:** [saemihemma/lead-producer-oss](https://github.com/saemihemma/lead-producer-oss)
- **License:** MIT

Install and usage instructions live in the source repository linked above.

## Pricing

- **Free** — Free

## Security capabilities

Automated source analysis of v0.1.0 — what this tool can access:

- **Network access:** no
- **Filesystem access:** no
- **Shell / process execution:** no
- **Environment & secrets:** no
- **Dynamic code execution:** no

*"Yes" means the capability is present in the source — more access means more to trust, not that it is unsafe.*


## Versions

- **0.1.0** — security scan: passed — Imported from the upstream source.

## Links

- Listing page: https://agentstack.voostack.com/l/skill-saemihemma-lead-producer-oss-role-liveops-engineer
- Seller: https://agentstack.voostack.com/s/saemihemma
- Browse the marketplace: https://agentstack.voostack.com/browse

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Listed on AgentStack — the marketplace for AI agent skills and MCP servers. Every listing is security-reviewed. Creators keep 70%.
