By testland
Game engine testing (Unity, Unreal, Godot), platform certification overview (Sony TRC, Nintendo Lotcheck, MS XR, Steam Direct), multiplayer state machine coverage, and gameplay recording/replay, plus the game-test-scenario-author agent that emits one new scenario file per spec mapped to the detected engine
Scaffolder that emits a from-zero game test project structure for the detected engine: Unity `Assets/Tests/EditMode` + `PlayMode` folders with `.asmdef` files, Unreal `Source/<Module>/Tests/` with a starter `.cpp` + module `Build.cs` additions, or Godot `test/` tree with `addons/gut/` placement and a `.gutconfig.json`. Distinct from `game-test-scenario-author` (that agent authors individual test scenarios inside an existing test project) - this agent creates the project scaffold before any scenarios exist. Use when starting a brand-new game test project after the engine has been identified.
Action-taking agent that authors one game-engine test SCENARIO file per behavior spec - detects the engine from project markers (Unity ProjectSettings/ProjectVersion.txt, Unreal *.uproject, Godot project.godot) and selects: Unity Test Framework ([Test] EditMode or [UnityTest] PlayMode + IEnumerator), Unreal Automation (IMPLEMENT_SIMPLE_AUTOMATION_TEST + RunTest), or Godot GUT (extends GutTest + assert_eq). Pairs with gameplay-recording-replay artefacts when present. Distinct from qa-shift-left/spec-to-suite-orchestrator (language-agnostic skeleton) - narrower scope, scenario-based not unit-method, game engines only. Use when adding one new game-test scenario.
Translates a target console or store platform (Xbox, PlayStation, Nintendo Switch, Steam) into a certification checklist: per-platform requirement items (XR numbers, TRC categories, Lotcheck buckets, Steam review gates) each mapped to one or more of the six canonical test categories defined in game-test-categories-reference. Use when a QA lead needs a ready-to-run pre-submission checklist for a specific platform, when a submission is approaching and the team needs to confirm internal coverage maps to the platform holder's requirements, or when game-test-scenario-author hands off a cert-checklist request.
Profiles game builds against frame-time, memory, GPU draw-call, and GC-spike budgets using Unity Profiler + Profile Analyzer + Performance Testing package and Unreal Insights + stat commands. Establishes pass/fail thresholds (16.6 ms at 60 fps, 33.3 ms at 30 fps), writes automated performance regression tests that run in CI, and emits a structured budget report per SKU. Use when a title must hit a declared frame-time or memory budget before a milestone gate or platform-cert submission, or when a recent change needs a performance regression check.
Pure-reference catalog of the testing categories that apply to a video-game build before it ships. Defines the six canonical buckets the industry tests against - functional / compliance / compatibility / performance / localization / accessibility - plus the multiplayer and content-rating sub-axes. Cross-references each bucket to the platform-holder vocabulary that drives it (Microsoft Xbox Requirements / XR test cases, Sony TRC, Nintendo Lotcheck, Steam Direct review). Use as the taxonomy lookup when planning a game test pass, scoping QA effort, or mapping platform-cert findings back to internal test categories. Pairs with platform-cert-overview-reference for the platform-by-platform submission process.
Build a deterministic gameplay record/replay test artefact for Unity, Unreal, or Godot - record a player session, save it to disk, replay it bit-for-bit, and assert that the resulting game state matches the original. Covers Unity Input System's InputEventTrace API (Enable / Disable / WriteTo / ReadFrom / Replay) for input-level capture, Unreal's Replay System (DemoRec / DemoPlay / DemoStop console commands plus DemoNetDriver + NetworkReplayStreamer, default storage at %LOCALAPPDATA%/<Project>/Saved/Demos) for replication-stream capture, and Godot's community-pattern deterministic-RNG + input-script replay since Godot ships no first-party replay system. Use when authoring a regression-test artefact for player-recorded sessions, building a netcode replay for spectator / esports, or producing reproducible bug repros for cert teams.
Author and run GUT (Godot Unit Test) - the community-canonical GDScript test framework at github.com/bitwes/Gut and gut.readthedocs.io. Covers install (Godot Asset Library or manual `addons/gut/` copy + plugin enable), GUT panel inside the editor, writing tests that extend GutTest with `test_` prefix methods, the assertion family (assert_eq / assert_almost_eq / assert_true / assert_signal_emitted), lifecycle hooks (before_each / after_each / before_all / after_all), inner classes for grouping, parameterized tests via `params=[...]`, doubles / stubs / spies, async / coroutine tests, the command-line runner (`-d -s addons/gut/gut_cmdln.gd -gdir=res://test -gjunit_xml_file=... -gexit`), JUnit XML export, and CI integration. Godot 4.x uses GUT 9.x (current main branch supports 4.6.x; godot_4_7 branch for 4.7.x); Godot 3.x uses GUT 7.x. Use when the unit under test is GDScript code in a Godot project.
Build a coverage matrix for a networked-game state machine that exercises connect / authority-handoff / disconnect / reconnect / host-migration paths across Unity Netcode for GameObjects, Unreal Engine replication, and Mirror Networking. Workflow: enumerate the engine's connection states + ownership states + replicated-property update rules, cross them against latency / loss / out-of-order packet injection, encode each combination as a test fixture, and emit a go / no-go gate. Use before submitting a multiplayer title to platform cert - Microsoft's cert guide lists 'Multiplayer does not work as expected' as one of the most common Hold reasons, and Xbox XR-067 (MPSD session state) is failed by uncovered state-machine paths.
Uses power tools
Uses Bash, Write, or Edit tools
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A rigorously curated quality-engineering plugin marketplace for Claude Code. 77 plugins, 695 components, every one rating-gated before merge.
d6 floordocs/REVIEWER_TRAINING.mdSee Quality bar and docs/REVIEWER_CHECKLIST.md.
The marketplace ships three kinds of building block:
qa-api-testing, qa-load-testing). You install only the plugins your
stack needs.great-expectations,
oauth-flow-test-author). Claude loads a skill when your request matches
its trigger; you can also ask for it by name.schema-diff-reviewer reviews a migration diff and returns a findings
table). An agent may preload one or more skills to do its work.Installed components stay dormant until a matching task comes up, so adding a plugin doesn't add noise — it adds capability that activates on demand.
/plugin marketplace add testland/qa
/plugin install <plugin-name>@testland-qa
For example:
/plugin install qa-data-quality@testland-qa
/plugin marketplace add https://github.com/testland/qa
git clone https://github.com/testland/qa ~/.claude/marketplaces/testland-qa
Before you install: plugins run inside your Claude Code session and ship agent instructions and tool wrappers. Anthropic doesn't vet marketplace contents — review a plugin's components before installing it into a sensitive project. Every component here is rating-gated (see Quality bar), but you remain in control of what runs.
New to the marketplace? Install one or two plugins for your role rather than everything — components activate on demand, so a focused set keeps things sharp.
| If you're a… | Try first |
|---|---|
| Manual / exploratory tester | qa-manual-testing · qa-bdd · qa-bug-repro |
| Test automation engineer | qa-web-e2e · qa-api-testing · qa-unit-tests-js |
| Performance engineer | qa-load-testing · qa-chaos-resilience |
| Security tester | qa-sast · qa-secrets · qa-dast |
| Lead / manager / head of quality | qa-roles · qa-test-management · qa-process |
The full catalog is below; for versions and component counts see
CATALOG.md.
Once a plugin is installed, its skills and agents are available to Claude
Code — invoke them by describing the task in plain language. Example with
qa-data-quality:
/plugin install qa-data-quality@testland-qa
great-expectations skill scaffolds an ExpectationSuite + Checkpoint and
wires the results into a CI gate.schema-diff-reviewer agent returns a Critical / Warning / Info findings
table covering breaking-vs-additive changes and downstream impact.Each plugin's README.md lists its skills and agents and what each one does.
npx claudepluginhub testland/qa --plugin qa-gameVisual regression testing: 7 skills (percy-visual-regression-testing, chromatic-visual-regression-testing, playwright-snapshots, storybook-visual-regression-testing, responsive-breakpoint-runner, visual-baseline-conventions, visual-baseline-gate) and 2 agents (visual-diff-classifier, visual-baseline-curator).
Contract testing for microservices: 5 skills (pact-contract-testing, openapi-contract-diff, graphql-schema-regression, protobuf-compat-checking, contract-compatibility-gate) and 2 agents (contract-drift-investigator, contract-test-scaffolder).
Flake triage: 2 skills (flaky-test-quarantine, flake-pattern-reference) and 5 agents (e2e-flake-bisector, parallel-isolation-checker, regression-bisector, ai-flake-detector, e2e-test-trend-reporter).
Bug reproduction workflow: 1 skill (bug-report-template) and 8 agents (bug-report-from-recording, bug-repro-builder, crash-stack-trace-analyzer, defect-clusterer, defect-trend-narrator, escape-defect-analyzer, failure-classifier, test-failure-debugger).
Data quality testing for analytical pipelines: 5 skills (dbt-testing, great-expectations, soda-checks, data-quality-gate, data-quality-conventions) and 2 agents (schema-diff-reviewer, data-anomaly-triager).
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