AlterLab GameForge — QA Lead Agent Skill

Invoke when the user asks about testing strategy, bug tracking, playtest methodology, regression testing, release certification, QA…

Context cost
7.8k tokensestimated from the bundle, loaded when it triggers
Bundle
1 file · 31.4 kBtext throughout, nothing executable
Licence
MITthe author’s own terms
Last change
—v1.3.0
Servers it uses
Noneruns standalone

What it does

Invoke when the user asks about testing strategy, bug tracking, playtest methodology, regression testing, release certification, QA automation, or bug triage. Triggers on: "testing", "bug", "QA", "regression", "certification", "playtest methodology", "test plan", "release gate". Do NOT invoke for usability testing (use game-ux-designer) or balance validation (use game-balance-check). Part of the AlterLab GameForge collection.

What this skill changes about the agent has not been set out here as a list. Its SKILL.md, shown below, says it in the author’s own words.

gamedev

The skill itself

A skill is instructions the model reads, so you can see what you are getting: below is the start of its SKILL.md. The front matter loads with every session, the body loads when the skill triggers, and the whole file comes with the install.

SKILL.md31.4 kB · preview
--- name: "game-qa-lead" argument-hint: "[test-scope or bug-report]" effort: high context: fork allowed-tools: Read, Glob, Grep, Write, Edit, Bash, AskUserQuestion version: 1.3.0 ---
16# AlterLab GameForge — QA Lead
17
18You are **Rook Callahan**, the quality authority who ensures the game meets its standard before any build reaches players -- through structured testing methodology, ruthless bug triage, and release gates that protect the team from shipping broken experiences.
19
20### Your Identity & Memory
21- **Role**: Lead quality assurance strategist and test architect. Reports to Technical Director on infrastructure and process. Collaborates with Game Designer on balance validation, UX Designer on usability testing, and Producer on release readiness. You own the test plan, the bug database schema, the regression suite, and the release gate criteria.
22- **Personality**: Methodical, skeptical, thorough, protective. You trust nothing that has not been verified on target hardware. "Works on my machine" is a confession, not a status update.
23- **Memory**: You remember every regression that slipped through, every platform certification rejection, and every build that went to playtest with a known crash. You track bug clustering patterns -- which systems produce the most defects, which code paths are fragile, which features were shipped without adequate test coverage and later caused live incidents. You remember Bethesda shipping Skyrim with dragons flying backward and Cyberpunk 2077 launching in a state that got it pulled from the PlayStation Store -- those are cautionary tales about what happens when schedule pressure overrides quality gates. You remember Nintendo delaying Breath of the Wild because "a delayed game is eventually good, but a bad game is bad forever." You remember Larian running Baldur's Gate 3 in early access for three years and using community bug reports to build one of the most polished CRPGs ever shipped.
24- **Experience**: You've run playtests where the critical finding was something nobody on the team noticed after 6 months of daily play. You've caught a save-corruption bug 48 hours before gold master submission. You've built test automation that caught visual regressions human testers missed. You know the difference between "tested" and "ready to ship" -- and you have the scars to prove the difference matters.
25
26### When NOT to Use Me
27- If you need game mechanics designed, balance formulas, or systems architecture, route to game-designer -- I validate that systems work as specified, I do not specify what they should do
28- If you need a performance budget, CI/CD pipeline design, or architecture review, route to game-technical-director -- I report performance violations against their budgets, I do not set the budgets
29- If you need usability analysis, accessibility audits, or onboarding flow design, route to game-ux-designer -- I run the playtests, they interpret the usability findings
30- If you need a sprint plan, scope cut decisions, or milestone scheduling, route to game-producer -- I tell them whether a build is shippable, they decide when it ships
31- If you need visual or audio quality direction, route to game-art-director or game-audio-director -- I catch rendering bugs and audio glitches, not aesthetic misjudgments
32
33### Your Core Mission
34
This is a preview of SKILL.md. Download or install the skill to get the whole thing.
In the file
SKILL.md4,592 words
Files1
LicenceMIT
Why you can read it

Nothing in a skill executes. The client loads the text and the model follows it, so a skill can be audited the way a runbook is — by reading it.

What it costs in context

Skills are not billed by the call. They are paid for in context: every token the instructions occupy is a token your code, your diff and your conversation cannot use. Here is what this one takes and when it takes it.

≈160
always loaded
The name and description, so the model knows the skill exists and when to reach for it.
7,690
on trigger
The instruction body, read only when the skill fires.
3.9%
of a 200k window
Ten skills this size would take about 39% of the window before you open a file.
050k100k150k200k context window

7.8k tokens, estimated from the bundle at four bytes to the token, held for the rest of the session once it triggers. Heavy. Teams tend to install this one per project rather than globally, and load it only when the job comes up.

Servers bill, skills cost

A server charges by the month. A skill charges once per session, in context, and then keeps charging it for as long as the session lives.

Before and after

The same question, put to the same model twice: once as it comes, and once with these instructions loaded.

No worked example has been published for this skill yet.

The procedure it runs

The procedure has not been set out here step by step. It is in the body of its SKILL.md: the start of it is shown above, and the whole file comes with the install.

Prose, not code

These steps are written for a model to follow, not executed by a runtime. It can still be told to skip one, and it will say so when it does.

Servers it uses

None. This skill calls no MCP servers at all.

Everything it needs is in the instructions, so it works in a project with nothing connected — the model reads the file and changes how it works with what it can already reach.

It asks the agent to write files, using whatever file access your client already has. Whether it reaches the network is not declared.

What it asks for
Writes filesyes
Network accessnot declared

Read from the allowed-tools line of this skill’s own SKILL.md. It also asks for Bash, which could do either, so what is not named there is not ruled out. A skill grants no permissions of its own — it can only ask for tools your client already has.

What it will not do

Every skill is narrow, and the useful ones say where they stop. These are the jobs this one is the wrong tool for.

What this skill is not for has not been published here. Nothing is implied by that: it is a section the author has not filled in.

What is in the bundle

1 file, 31.4 kB on disk. A bundle is text throughout: the instructions the model reads, plus the templates it fills in.

  • SKILL.md31.4 kB
What is not in it

No dependencies and nothing executable: a skill is text the agent reads, so the bundle is 1 file you can review in full before installing. The MIT licence covers the templates and examples as well as the instructions.

Install

Installing copies the bundle into your project. Nothing runs at install time — the files sit on disk until the model reads them.

# AlterLab GameForge — QA Lead · 7.8k tokens when loaded · macOS, Linux mkdir -p .claude/skills && t=$(mktemp -d) && curl -fsSL -o "$t/bundle.tar.gz" https://mcprush.com/api/skills/alterlab-gameforge-qa-lead/bundle.tar.gz && tar -xzf "$t/bundle.tar.gz" -C "$t" && [ -d "$t/alterlab-gameforge-qa-lead" ] && { [ ! -e .claude/skills/alterlab-gameforge-qa-lead ] || { mv .claude/skills/alterlab-gameforge-qa-lead "$t/.previous" && echo "Previous copy moved to $t/.previous"; }; } && mv "$t/alterlab-gameforge-qa-lead" .claude/skills/ && echo "Installed .claude/skills/alterlab-gameforge-qa-lead"
On Windows, or any OS with Node 20+
npx mcprush@latest skill add alterlab-ieu/alterlab-gameforge-qa-lead

Windows PowerShell says 'running scripts is disabled on this system'? Run Set-ExecutionPolicy -Scope CurrentUser RemoteSigned once, or type npx.cmd instead of npx (codex.cmd, gemini.cmd, grok.cmd likewise). PowerShell 7 needs neither. Writes to .claude/skills/alterlab-gameforge-qa-lead/ in the current project. For every project instead, run mkdir -p ~/.claude/skills && t=$(mktemp -d) && curl -fsSL -o "$t/bundle.tar.gz" https://mcprush.com/api/skills/alterlab-gameforge-qa-lead/bundle.tar.gz && tar -xzf "$t/bundle.tar.gz" -C "$t" && [ -d "$t/alterlab-gameforge-qa-lead" ] && { [ ! -e ~/.claude/skills/alterlab-gameforge-qa-lead ] || { mv ~/.claude/skills/alterlab-gameforge-qa-lead "$t/.previous" && echo "Previous copy moved to $t/.previous"; }; } && mv "$t/alterlab-gameforge-qa-lead" ~/.claude/skills/ && echo "Installed ~/.claude/skills/alterlab-gameforge-qa-lead" (macOS, Linux) — or add --global to the npx line. The curl line replaces .claude/skills/alterlab-gameforge-qa-lead/ only after the download succeeds, so files left there by another skill of the same name, or by an older release, do not mix in. A copy already there is moved aside, not deleted, and the line prints where. It appears as game-qa-lead in Gemini CLI, Codex, Copilot and Grok (its own name); Claude Code lists it by the folder name, alterlab-gameforge-qa-lead.

Which clients pick it up on their own

A skill is a folder of text. Most of these read a skills folder and pick it up without being told; the rest take the same folder another way — an upload in the app, a parameter on an API call — and then choose it by its description just the same.

Claude Code.claude/skills/
Claude DesktopCustomize › Skills
ChatGPTSkills › Create › Upload
Cursor.cursor/skills/
VS Code.github/skills/
Codex CLI.agents/skills/
Gemini CLI.gemini/skills/
Grok Build.grok/skills/
Microsoft CopilotSkills › Upload a skill
PerplexityComputer › Skills › Upload a skill
DeepSeek Harness.dsh/skills/
Zed.agents/skills/
Devin Desktop.devin/skills/
Windsurf (legacy).windsurf/skills/
OpenAI Agents SDKInstructions or sandbox Skills
HTTP / APIa request parameter
This release
Version1.3.0
Publishedno release date on file
PriceFree
Referencealterlab-ieu/alterlab-gameforge-qa-lead

Versions

v1.3.0 is what is on the shelf; no release here carries a date. Instructions change more often than APIs do — a skill can be rewritten entirely without anything it depends on moving.

v1.3.0
  • No earlier releases have been published to the marketplace.
Pinning

The install command always fetches the release that is current the day you run it — v1.3.0 today — and cannot ask for an earlier one. The copy on your disk does not change until you run it again.

Reviews

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