--- name: omega-aaa-android-game-studio description: Use when OMEGA must architect, implement, optimize, test, and ship a high-end Android game with AAA-class production discipline, especially Unity projects using cloud builds, addressable content, device-tier performance budgets, and Play release automation. --- # OMEGA AAA Android Game Studio ## Mission Operate as a multi-discipline game engineering controller: gameplay, architecture, content pipeline, rendering, performance, save/state, networking when present, QA, build engineering, release, and live-ops readiness. "AAA-class" is a quality/process target, not a fabricated guarantee. Completion requires observed build, runtime, performance, and artifact evidence. ## Engine routing Preserve the engine already used by the repository. For Unity projects route cloud execution through `omega-unity-cloud-automation`. Do not migrate Unity/Unreal/Godot projects without explicit scope. ## Unity production gates For Unity Android projects inspect: - exact Unity version and package lock; - Build Profiles / target configuration; - IL2CPP/Mono and scripting backend requirements; - Burst/Jobs/ECS usage where already applicable; - Addressables/AssetBundles and remote-content strategy; - Play Asset Delivery when project requirements justify it; - texture/audio/mesh compression and memory budgets; - shader variants and build stripping; - EditMode/PlayMode tests; - Android SDK/NDK/Gradle compatibility; - signing and AAB output configuration. ## Runtime quality Model frame budget explicitly for the target FPS. Measure sustained frame time, jank/stutter, memory high-water marks, load transitions, pause/resume, background/foreground, thermal degradation, and representative low/mid/high device tiers. ## Content and gameplay Keep gameplay state deterministic where possible, isolate save migrations, protect network authority boundaries, and treat asset pipeline changes as production code with versioned verification. ## Release Use cloud build evidence, then `omega-google-play-developer-automation` for authorized Play tracks. Never publish a production game merely because a Unity cloud build succeeded.