plugins/game-dev/infrastructure/monitoring-game-ops/SKILL.md
Use when implementing game monitoring, structured logging, player telemetry, alerting rules, or performance budgets. Triggers: monitoring, logging, telemetry, alerts, observability, metrics.
npx skillsauth add fcsouza/agent-skills infrastructure-monitoring-game-opsInstall this skill globally with one command. Works with Claude Code, Cursor, and Windsurf.
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Structured logging, player telemetry, alerting, and performance budgets for game servers.
Trigger: monitoring, logging, telemetry, alerting, performance, metrics, observability, error tracking, player analytics, server health, uptime
game-backend-architecture — what we're monitoringredis-game-patterns — metrics storage| Category | Metric | Target | Alert Threshold | |----------|--------|--------|----------------| | Server | Tick time (p95) | < 16ms | > 50ms | | Server | API response (p95) | < 200ms | > 500ms | | Server | WebSocket connections | N/A | > 80% capacity | | Server | Error rate | < 0.1% | > 1% | | Player | DAU | Trending up | -20% day-over-day | | Player | Session length (median) | 10-30 min | < 5 min | | Player | Day 1 retention | > 40% | < 25% | | Player | Day 7 retention | > 15% | < 8% | | Economy | Currency in circulation | Stable | +50% week-over-week | | Economy | Revenue per DAU | Stable | -30% week-over-week |
interface GameLogEntry {
timestamp: string; // ISO 8601
level: 'debug' | 'info' | 'warn' | 'error';
service: string; // 'game-server' | 'api' | 'worker'
event: string; // 'player.login' | 'combat.resolved' | 'purchase.completed'
playerId?: string;
sessionId?: string;
data: Record<string, unknown>;
duration?: number; // ms, for timed operations
error?: {
message: string;
stack?: string;
code?: string;
};
}
game-backend-architecture — server topology to monitorredis-game-patterns — real-time metrics storagebullmq-game-queues — queue health monitoringstripe-game-payments — revenue trackingci-cd-game — post-deployment monitoringtools
Use when implementing client-server state synchronization, delta compression, optimistic updates, rollback netcode, or real-time game state reconciliation. Triggers: state sync, netcode, delta, rollback, interpolation, prediction.
testing
Use when designing virtual economies, currencies, sink/faucet balance, loot tables, crafting systems, shops, or inflation control. Triggers: economy, currency, sinks, loot, inflation, crafting, shop.
development
Audits existing game code against design principles — checks server-authority, schema conventions, auth security, payment safety, narrative coherence, and MVP scope drift. Extract the optional component name or path from the user's message (defaults to entire src/). Use after building components or before committing.
testing
Designs a single quest end-to-end — coherence check, objective tree, quest brief, and registry entry. Extract the quest name from the user's message. Requires docs/world-lore.md and docs/quest-registry.md.