infrastructure-monitoring-game-ops
Use when implementing game monitoring, structured logging, player telemetry, alerting rules, or performance budgets. Triggers: monitoring, logging, telemetry, alerts, observability, metrics.
Best use case
infrastructure-monitoring-game-ops is best used when you need a repeatable AI agent workflow instead of a one-off prompt.
Use when implementing game monitoring, structured logging, player telemetry, alerting rules, or performance budgets. Triggers: monitoring, logging, telemetry, alerts, observability, metrics.
Teams using infrastructure-monitoring-game-ops should expect a more consistent output, faster repeated execution, less prompt rewriting.
When to use this skill
- You want a reusable workflow that can be run more than once with consistent structure.
When not to use this skill
- You only need a quick one-off answer and do not need a reusable workflow.
- You cannot install or maintain the underlying files, dependencies, or repository context.
Installation
Claude Code / Cursor / Codex
Manual Installation
- Download SKILL.md from GitHub
- Place it in
.claude/skills/monitoring-game-ops/SKILL.mdinside your project - Restart your AI agent — it will auto-discover the skill
How infrastructure-monitoring-game-ops Compares
| Feature / Agent | infrastructure-monitoring-game-ops | Standard Approach |
|---|---|---|
| Platform Support | Not specified | Limited / Varies |
| Context Awareness | High | Baseline |
| Installation Complexity | Unknown | N/A |
Frequently Asked Questions
What does this skill do?
Use when implementing game monitoring, structured logging, player telemetry, alerting rules, or performance budgets. Triggers: monitoring, logging, telemetry, alerts, observability, metrics.
Where can I find the source code?
You can find the source code on GitHub using the link provided at the top of the page.
SKILL.md Source
# Monitoring & Game Ops
## Purpose
Structured logging, player telemetry, alerting, and performance budgets for game servers.
## When to Use
Trigger: monitoring, logging, telemetry, alerting, performance, metrics, observability, error tracking, player analytics, server health, uptime
## Prerequisites
- `game-backend-architecture` — what we're monitoring
- `redis-game-patterns` — metrics storage
## Core Principles
1. **Structured logging** — JSON logs with consistent fields; never unstructured console.log in production
2. **Player telemetry** — track actions, session length, retention, spending — anonymized
3. **Alert on anomalies** — sudden drops in DAU, spike in errors, economy inflation
4. **Performance budgets** — server tick must complete in < 16ms (60fps); API responses < 200ms p95
5. **Dashboard first** — if you can't see it, you can't fix it
## Key Metrics
| 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 |
## Log Schema
```typescript
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;
};
}
```
## Cross-References
- `game-backend-architecture` — server topology to monitor
- `redis-game-patterns` — real-time metrics storage
- `bullmq-game-queues` — queue health monitoring
- `stripe-game-payments` — revenue tracking
- `ci-cd-game` — post-deployment monitoring
## Sources
- "Game Server Monitoring at Scale" — GDC 2020
- "Player Telemetry Best Practices" — GDC 2019
- OpenTelemetry documentationRelated Skills
game-lore
Adds or updates a single world lore entry (faction, location, NPC, or event) — validates against existing lore for consistency, applies the right template, and updates docs/world-lore.md. Extract the entry type (faction/location/npc/event) and name from the user's message.
game-expand
Adds a new feature to an existing MVP plan — scoped architect interview, scope validation against original plan, and integration into the build sequence. Extract the feature name or description from the user's message. Requires docs/mvp-first-draft.md — run game-architect first.
game-build
Builds a game component from the MVP plan — production TypeScript + Vitest tests + mock dependencies + build registry tracking. Extract the component name from the user's message (or "status" to check progress). Requires docs/mvp-first-draft.md — run game-architect first.
game-balance
Analyzes a game system against design principles — economy health metrics, difficulty curve, reward schedules, and progression cost curves. Flags imbalances with severity levels. Use after creating an MVP plan with game-architect. Extract the analysis scope (economy/difficulty/progression/rewards/all) from the user's message.
game-architect
Comprehensive game MVP interviewer and planner. Interviews you in progressive groups, researches genre conventions and reference games, then produces an actionable MVP First Draft with starter project files. Use when starting a new game project from scratch.
narrative-story-structure-game
Use when designing interactive narratives, branching storylines, player agency systems, non-linear story structures, or act frameworks for games. Triggers: branching narrative, player agency, story arc, interactive story, dialogue.
infrastructure-cursor-codex-integration
Use when configuring Cursor IDE or OpenAI Codex for game development — .cursorrules files, prompt conventions, context injection. Triggers: cursor, .cursorrules, codex, IDE setup.
infrastructure-claude-code-game-workflow
Use when starting a game project, choosing which skill to read, or navigating the game-dev skill ecosystem. Entry point for AI agents working on game development. Triggers: workflow, which skill, how to start, game project setup.
infrastructure-ci-cd-game
Use when setting up CI/CD pipelines, GitHub Actions workflows, deployment automation, migration safety, or staging environments for game projects. Triggers: CI/CD, GitHub Actions, deployment, pipeline, staging.
engineering-stripe-game-payments
Use when implementing game payments, in-app purchases, subscriptions, Stripe webhooks, or monetization flows. Triggers: payments, IAP, subscription, Stripe, checkout, webhooks, monetization.
engineering-redis-game-patterns
Use when implementing Redis patterns for games — caching, leaderboards, pub/sub messaging, session storage, rate limiting, or ephemeral game state. Triggers: Redis, cache, leaderboard, pub/sub, rate limit, session.
engineering-postgres-game-schema
Use when designing game database schemas, player data models, inventory systems, or working with Drizzle ORM and PostgreSQL for games. Triggers: database, schema, Drizzle, players, inventory, leaderboards, game data.