Gamedev Shipping logo

Gamedev Shipping

Community
ericrisco
gamedev-shipping

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`).

Overview

Publisherericrisco
Repositoryrsc-harness
Skill namegamedev-shipping
Stars
239
Forks
24
Bundled files
4
LicenseMIT
Links
  • Markdown instructions

    A SKILL.md file the model loads on demand, so it only costs tokens when a request actually matches.

  • Works with any LLM

    AI skills are plain Markdown, not provider-specific code, so this works with GPT, Claude, Gemini, Grok, or a local model.

  • 4 bundled files

    Scripts, templates, and references the model can read while it works. Files are read-only and never executed.

  • Open source

    Published by ericrisco on GitHub. Read the source before you install it.

Installation

Install the Gamedev Shipping AI skill in TypingMind to use it with any LLM, or drop it into another agent that reads SKILL.md.

1

Install in TypingMind

TypingMind installs a skill straight from its GitHub folder — it reads SKILL.md, bundles the resource files, and stores the result locally.

  1. Open the app and go to Plugins → Skills.
  2. Choose "Install from GitHub".
  3. Paste the skill folder URL below and confirm.
    https://github.com/ericrisco/rsc-harness/tree/main/skills/gamedev-shipping
  4. Enable the skill in any chat where you want it available.
Plugins → Skills → Add skill → From GitHub URL, then paste the folder URL and press Continue.
2

Install in another agent

Any agent that reads the Agent Skills format can use this skill — copy the folder into that agent's skills directory.

Claude Code — .claude/skills
git clone --depth 1 https://github.com/ericrisco/rsc-harness.git /tmp/rsc-harness
mkdir -p .claude/skills
cp -r /tmp/rsc-harness/skills/gamedev-shipping .claude/skills/gamedev-shipping
Restart Claude Code after copying so it picks up the new skill.

Use it in TypingMind

Enable Gamedev Shipping in any TypingMind chat and the model takes it from there. Its name and description sit in the system prompt, and the moment a request matches, the model loads the full instructions itself — you never invoke it by hand, and it costs no tokens until it is actually used.

The model loads Gamedev Shipping on its own as soon as a request matches it.

Works with any AI model

AI skills are plain Markdown instructions rather than provider-specific code, so Gamedev Shipping is not tied to the model it was written for. Install it once in TypingMind and use it with GPT-5, Claude, Gemini, Grok, DeepSeek, Mistral, Llama, or a local model you run yourself — all on your own API keys.

  • Loaded only when it is needed

    The system prompt carries just the name and description. The instructions are fetched on the first matching request, so an idle skill costs nothing.

  • Switch models mid-chat

    Because the skill is instructions rather than code, changing model does not break it — the next model reads the same SKILL.md.

Skill instructions

This is the SKILL.md content the model loads. Read it before installing — a skill is instructions your model will follow.

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.

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.

Bundled files

The model reads these on demand while the skill is loaded. They are exposed as readable files and are never executed.

Frequently asked questions

What does the Gamedev Shipping AI skill do?

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`).

Why use Gamedev Shipping on TypingMind?

Because you install it once and use it with any model. Gamedev Shipping is plain Markdown rather than provider-specific code, so the same skill runs on GPT-5, Claude, Gemini, Grok, or a local model — and you can switch model mid-chat without it breaking. TypingMind runs on your own API keys, so you pay providers directly instead of a per-seat subscription, and your skills and chats stay in your own storage.

How do I install Gamedev Shipping in TypingMind?

Open Plugins → Skills → Install from GitHub in TypingMind and paste https://github.com/ericrisco/rsc-harness/tree/main/skills/gamedev-shipping. TypingMind reads its SKILL.md and bundles its files and installs it as a skill you can enable per chat.

Which AI models can use Gamedev Shipping?

Any model you connect in TypingMind. AI skills are plain Markdown instructions rather than provider-specific code, so GPT, Claude, Gemini, Grok, and local models can all load this skill when a request matches it.

How many AI models can I use with Gamedev Shipping?

As many as you like. As long as a model supports skills, you can use Gamedev Shipping with it — GPT, Claude, Gemini, Grok, DeepSeek, Mistral, Llama and more — all on TypingMind with your own API keys.

Is the Gamedev Shipping AI skill free?

Yes. It is published on GitHub by ericrisco under the MIT license. You only pay your own AI provider for the tokens you use.

What are AI skills?

An AI skill is a reusable instruction bundle that teaches an AI model how to do one specific task. It follows the open Agent Skills format: a SKILL.md file with a name and description, plus any scripts, templates or reference files the model may need. The model reads the instructions only when your request matches the skill, so an installed skill costs nothing until it is used.

How are AI skills different from plugins or MCP servers?

A plugin or MCP server gives a model new tools to call — code that runs somewhere and returns a result. An AI skill gives the model knowledge and process instead: how to approach a task, which steps to follow, what good output looks like. Skills are plain Markdown, so they need no server, no API key and no runtime, and they work with any model.

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