When this skill is invoked, orchestrate the polish team through a structured pipeline.
Team Composition
- •performance-analyst — Profiling, optimization, memory analysis, frame budget
- •technical-artist — VFX polish, shader optimization, visual quality
- •sound-designer — Audio polish, mixing, ambient layers, feedback sounds
- •qa-tester — Edge case testing, regression testing, soak testing
How to Delegate
Use the Task tool to spawn each team member as a subagent:
- •
subagent_type: performance-analyst— Profiling, optimization, memory analysis - •
subagent_type: technical-artist— VFX polish, shader optimization, visual quality - •
subagent_type: sound-designer— Audio polish, mixing, ambient layers - •
subagent_type: qa-tester— Edge case testing, regression testing, soak testing
Always provide full context in each agent's prompt (target feature/area, performance budgets, known issues). Launch independent agents in parallel where the pipeline allows it (e.g., Phases 3 and 4 can run simultaneously).
Pipeline
Phase 1: Assessment
Delegate to performance-analyst:
- •Profile the target feature/area using
/perf-profile - •Identify performance bottlenecks and frame budget violations
- •Measure memory usage and check for leaks
- •Benchmark against target hardware specs
- •Output: performance report with prioritized optimization list
Phase 2: Optimization
Delegate to performance-analyst (with relevant programmers as needed):
- •Fix performance hotspots identified in Phase 1
- •Optimize draw calls, reduce overdraw
- •Fix memory leaks and reduce allocation pressure
- •Verify optimizations don't change gameplay behavior
- •Output: optimized code with before/after metrics
Phase 3: Visual Polish (parallel with Phase 2)
Delegate to technical-artist:
- •Review VFX for quality and consistency with art bible
- •Optimize particle systems and shader effects
- •Add screen shake, camera effects, and visual juice where appropriate
- •Ensure effects degrade gracefully on lower settings
- •Output: polished visual effects
Phase 4: Audio Polish (parallel with Phase 2)
Delegate to sound-designer:
- •Review audio events for completeness (are any actions missing sound feedback?)
- •Check audio mix levels — nothing too loud or too quiet relative to the mix
- •Add ambient audio layers for atmosphere
- •Verify audio plays correctly with spatial positioning
- •Output: audio polish list and mixing notes
Phase 5: Hardening
Delegate to qa-tester:
- •Test all edge cases: boundary conditions, rapid inputs, unusual sequences
- •Soak test: run the feature for extended periods checking for degradation
- •Stress test: maximum entities, worst-case scenarios
- •Regression test: verify polish changes haven't broken existing functionality
- •Test on minimum spec hardware (if available)
- •Output: test results with any remaining issues
Phase 6: Sign-off
- •Collect results from all team members
- •Compare performance metrics against budgets
- •Report: READY FOR RELEASE / NEEDS MORE WORK
- •List any remaining issues with severity and recommendations
Output
A summary report covering: performance before/after metrics, visual polish changes, audio polish changes, test results, and release readiness assessment.