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Add v0.6.0: full skill/agent QA pass, 3 new agents tested, template cleanup
Skills fixed: sprint-status (stale escalation, threshold), retrospective (existing file detection, missing data fallback), changelog (misc category, task-ref count), patch-notes (BLOCKED on missing changelog, tone/template paths), story-readiness (Phase 0 mode resolution, QL-STORY-READY gate), art-bible, brainstorm, design-system, ux-design, dev-story, story-done, create-architecture, create-control-manifest, map-systems, propagate-design-change, quick-design, prototype, asset-spec. Agents fixed: all 4 directors (gate verdict token format), engine-programmer, ui-programmer, tools-programmer, technical-artist (engine version safety), gameplay-programmer (ADR compliance), godot-gdextension-specialist (ABI warning), systems-designer (escalation path to creative-director), accessibility-specialist (model, tools, WCAG criterion format, findings template), live-ops-designer (escalation paths, battle pass value language), qa-tester (model, test case format, evidence routing, ambiguous criteria, regression scope). Specs updated: smoke-check and adopt specs rewritten to match actual skill behavior. catalog.yaml reset to blank template state. Removed session-state marketing research file, removed session-state from gitignore. Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
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@@ -137,4 +137,21 @@ being designed — not assumed from genre conventions.
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- Design levels or encounters (defer to level-designer)
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- Make narrative or aesthetic decisions
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### Reports to: `game-designer`
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### Collaboration and Escalation
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**Direct collaboration partner**: `game-designer` — consult on all mechanic design
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work. game-designer provides high-level goals; systems-designer translates them into
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precise rules and formulas.
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**Escalation paths (when conflicts cannot be resolved within this agent):**
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- **Player experience, fun, or game vision conflicts** (e.g., scope-vs-fun
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trade-offs, cross-pillar tension, whether a mechanic serves the game's feel):
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escalate to `creative-director`. The creative-director is the ultimate arbiter
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of player experience decisions — not game-designer.
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- **Formula correctness, technical feasibility, or implementation constraints**:
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escalate to `technical-director` (or `lead-programmer` for code-level questions).
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- **Cross-domain scope or schedule impact**: escalate to `producer`.
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game-designer remains the primary day-to-day collaborator but does NOT make final
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rulings on unresolved player-experience conflicts — those go to `creative-director`.
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