Add v0.5.0: CCGS Skill Testing Framework, skill-improve, 4 new skills, director gate path fixes

- Add CCGS Skill Testing Framework: self-contained QA layer with 72 skill specs,
  49 agent specs, catalog.yaml, quality-rubric.md, templates, README, CLAUDE.md
- Add /skill-improve: test-fix-retest loop covering static + category checks
- Add 4 missing skills: /art-bible, /asset-spec, /day-one-patch, /security-audit
- Add /skill-test category mode (Phase 2D) with quality rubric evaluation
- Extend /skill-test audit to cover agent specs alongside skill specs
- Update all skill-test and skill-improve path refs to CCGS Skill Testing Framework/
- Remove stale tests/skills/ directory (superseded by CCGS Skill Testing Framework)
- Add director gate intensity modes (full/lean/solo) to gate-check and related skills

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
This commit is contained in:
Donchitos
2026-04-06 17:42:32 +10:00
parent 8ba9e736a5
commit a73ff759c9
192 changed files with 21953 additions and 1158 deletions

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@@ -43,9 +43,9 @@ Examples:
| Mode | What runs | Best for |
|------|-----------|----------|
| `full` | All gates active — current behaviour | New projects, teams, learning the workflow |
| `lean` | PHASE-GATEs only (`/gate-check`) — all per-skill gates skipped | Experienced devs who trust their own design work |
| `solo` | No director gates anywhere | Game jams, prototypes, seasoned solo devs at speed |
| `full` | All gates active — every workflow step reviewed | Teams, learning users, or when you want thorough director feedback at every step |
| `lean` | PHASE-GATEs only (`/gate-check`) — per-skill gates skipped | **Default** — solo devs and small teams; directors review at milestones only |
| `solo` | No director gates anywhere | Game jams, prototypes, maximum speed |
**Check pattern — apply before every gate spawn:**
@@ -66,7 +66,18 @@ Apply the resolved mode:
## Invocation Pattern (copy into any skill)
**MANDATORY: Resolve review mode before every gate spawn.** Never spawn a gate without checking. The resolved mode is determined once per skill run:
1. If skill was called with `--review [mode]`, use that
2. Else read `production/review-mode.txt`
3. Else default to `lean`
Apply the resolved mode:
- `solo`**skip all gates**. Note in output: `[GATE-ID] skipped — Solo mode`
- `lean`**skip unless this is a PHASE-GATE** (CD-PHASE-GATE, TD-PHASE-GATE, PR-PHASE-GATE, AD-PHASE-GATE). Note: `[GATE-ID] skipped — Lean mode`
- `full` → spawn as normal
```
# Apply mode check, then:
Spawn `[agent-name]` via Task:
- Gate: [GATE-ID] (see .claude/docs/director-gates.md)
- Context: [fields listed under that gate]
@@ -76,6 +87,7 @@ Spawn `[agent-name]` via Task:
For parallel spawning (multiple directors at the same gate point):
```
# Apply mode check for each gate first, then spawn all that survive:
Spawn all [N] agents simultaneously via Task — issue all Task calls before
waiting for any result. Collect all verdicts before proceeding.
```
@@ -524,6 +536,86 @@ is invoked
---
## Tier 1 — Art Director Gates
Agent: `art-director` | Model tier: Sonnet | Domain: Visual identity, art bible, visual production readiness
---
### AD-CONCEPT-VISUAL — Visual Identity Anchor
**Trigger**: After game pillars are locked (brainstorm Phase 4), in parallel with CD-PILLARS
**Context to pass**:
- Game concept (elevator pitch, core fantasy, unique hook)
- Full pillar set with names, definitions, and design tests
- Target platform (if known)
- Any reference games or visual touchstones mentioned by the user
**Prompt**:
> "Based on these game pillars and core concept, propose 2-3 distinct visual identity
> directions. For each direction provide: (1) a one-line visual rule that could guide
> all visual decisions (e.g., 'everything must move', 'beauty is in the decay'), (2)
> mood and atmosphere targets, (3) shape language (sharp/rounded/organic/geometric
> emphasis), (4) color philosophy (palette direction, what colors mean in this world).
> Be specific — avoid generic descriptions. One direction should directly serve the
> primary design pillar. Name each direction. Recommend which best serves the stated
> pillars and explain why."
**Verdicts**: CONCEPTS (multiple valid options — user selects) / STRONG (one direction clearly dominant) / CONCERNS (pillars don't provide enough direction to differentiate visual identity yet)
---
### AD-ART-BIBLE — Art Bible Sign-Off
**Trigger**: After the art bible is drafted (`/art-bible`), before asset production begins
**Context to pass**:
- Art bible path (`design/art/art-bible.md`)
- Game pillars and core fantasy
- Platform and performance constraints (from `.claude/docs/technical-preferences.md` if configured)
- Visual identity anchor chosen during brainstorm (from `design/gdd/game-concept.md`)
**Prompt**:
> "Review this art bible for completeness and internal consistency. Does the color
> system match the mood targets? Does the shape language follow from the visual
> identity statement? Are the asset standards achievable within the platform
> constraints? Does the character design direction give artists enough to work from
> without over-specifying? Are there contradictions between sections? Would an
> outsourcing team be able to produce assets from this document without additional
> briefing? Return APPROVE (art bible is production-ready), CONCERNS [specific
> sections needing clarification], or REJECT [fundamental inconsistencies that must
> be resolved before asset production begins]."
**Verdicts**: APPROVE / CONCERNS / REJECT
---
### AD-PHASE-GATE — Visual Readiness at Phase Transition
**Trigger**: Always at `/gate-check` — spawn in parallel with CD-PHASE-GATE, TD-PHASE-GATE, and PR-PHASE-GATE
**Context to pass**:
- Target phase name
- List of all art/visual artifacts present (file paths)
- Visual identity anchor from `design/gdd/game-concept.md` (if present)
- Art bible path if it exists (`design/art/art-bible.md`)
**Prompt**:
> "Review the current project state for [target phase] gate readiness from a visual
> direction perspective. Is the visual identity established and documented at the
> level this phase requires? Are the right visual artifacts in place? Would visual
> teams be able to begin their work without visual direction gaps that cause costly
> rework later? Are there visual decisions that are being deferred past their latest
> responsible moment? Return READY, CONCERNS [specific visual direction gaps that
> could cause production rework], or NOT READY [visual blockers that must exist
> before this phase can succeed — specify what artifact is missing and why it
> matters at this stage]."
**Verdicts**: READY / CONCERNS / NOT READY
---
## Tier 2 — Lead Gates
These gates are invoked by orchestration skills and senior skills when a domain
@@ -678,8 +770,9 @@ Spawn in parallel (issue all Task calls before waiting for any result):
1. creative-director → gate CD-PHASE-GATE
2. technical-director → gate TD-PHASE-GATE
3. producer → gate PR-PHASE-GATE
4. art-director → gate AD-PHASE-GATE
Collect all three verdicts, then apply escalation rules:
Collect all four verdicts, then apply escalation rules:
- Any NOT READY / REJECT → overall verdict minimum FAIL
- Any CONCERNS → overall verdict minimum CONCERNS
- All READY / APPROVE → eligible for PASS (still subject to artifact checks)
@@ -704,10 +797,10 @@ When a new gate is needed for a new skill or workflow:
| Stage | Required Gates | Optional Gates |
|-------|---------------|----------------|
| **Concept** | CD-PILLARS | TD-FEASIBILITY, PR-SCOPE |
| **Concept** | CD-PILLARS, AD-CONCEPT-VISUAL | TD-FEASIBILITY, PR-SCOPE |
| **Systems Design** | TD-SYSTEM-BOUNDARY, CD-SYSTEMS, PR-SCOPE, CD-GDD-ALIGN (per GDD) | ND-CONSISTENCY, AD-VISUAL |
| **Technical Setup** | TD-ARCHITECTURE, TD-ADR (per ADR), LP-FEASIBILITY | TD-ENGINE-RISK |
| **Pre-Production** | PR-EPIC, QL-STORY-READY (per story), PR-SPRINT, all three PHASE-GATE (via gate-check) | CD-PLAYTEST |
| **Production** | LP-CODE-REVIEW (per story), QL-STORY-READY, PR-SPRINT (per sprint) | PR-MILESTONE, QL-TEST-COVERAGE |
| **Polish** | QL-TEST-COVERAGE, CD-PLAYTEST, PR-MILESTONE | |
| **Release** | All three PHASE-GATE (via gate-check) | QL-TEST-COVERAGE |
| **Technical Setup** | TD-ARCHITECTURE, TD-ADR (per ADR), LP-FEASIBILITY, AD-ART-BIBLE | TD-ENGINE-RISK |
| **Pre-Production** | PR-EPIC, QL-STORY-READY (per story), PR-SPRINT, all four PHASE-GATEs (via gate-check) | CD-PLAYTEST |
| **Production** | LP-CODE-REVIEW (per story), QL-STORY-READY, PR-SPRINT (per sprint) | PR-MILESTONE, QL-TEST-COVERAGE, AD-VISUAL |
| **Polish** | QL-TEST-COVERAGE, CD-PLAYTEST, PR-MILESTONE | AD-VISUAL |
| **Release** | All four PHASE-GATEs (via gate-check) | QL-TEST-COVERAGE |

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@@ -10,6 +10,9 @@
# required: true → blocks progression to next phase (shown as REQUIRED)
# required: false → optional enhancement (shown as OPTIONAL)
# repeatable: true → runs multiple times (one per system, story, etc.)
#
# Phase gates (/gate-check): verdicts are ADVISORY — they guide the decision
# but never hard-block advancement. The user always decides whether to proceed.
phases:
@@ -47,6 +50,14 @@ phases:
required: false
description: "Validate the game concept (recommended before proceeding)"
- id: art-bible
name: "Art Bible"
command: /art-bible
required: true
artifact:
glob: "design/art/art-bible.md"
description: "Author the visual identity specification (9 sections). Uses the Visual Identity Anchor produced by /brainstorm. Run after game concept is formed, before systems design."
- id: map-systems
name: "Systems Map"
command: /map-systems
@@ -84,9 +95,16 @@ phases:
glob: "design/gdd/gdd-cross-review-*.md"
description: "Holistic consistency check + design theory review across all GDDs simultaneously"
- id: consistency-check
name: "Consistency Check"
command: /consistency-check
required: false
repeatable: true
description: "Scan all GDDs for contradictions, undefined references, and mechanic conflicts. Run after /review-all-gdds, and again any time a GDD is added or revised mid-project."
technical-setup:
label: "Technical Setup"
description: "Architecture decisions, accessibility foundations, engine validation"
description: "Architecture decisions, visual identity specification, accessibility foundations, engine validation"
next_phase: pre-production
steps:
- id: create-architecture
@@ -132,9 +150,18 @@ phases:
pre-production:
label: "Pre-Production"
description: "UX specs, prototype the core mechanic, define stories, validate fun"
description: "UX specs, asset specs, prototype the core mechanic, define stories, validate fun"
next_phase: production
steps:
- id: asset-spec
name: "Asset Specs"
command: /asset-spec
required: false
repeatable: true
artifact:
glob: "design/assets/asset-manifest.md"
description: "Generate per-asset visual specifications and AI generation prompts from approved GDDs and level docs. Run once per system/level/character."
- id: ux-design
name: "UX Specs (key screens)"
command: /ux-design
@@ -180,6 +207,14 @@ phases:
min_count: 2
description: "Break each epic into implementable story files. Run per epic: /create-stories [epic-slug]"
- id: test-setup
name: "Test Framework Setup"
command: /test-setup
required: false
artifact:
note: "Check tests/ directory for engine-specific test framework scaffold"
description: "Scaffold the test framework and CI pipeline once before the first sprint. Leads to /test-helpers for fixture generation, /qa-plan per epic, and /smoke-check per sprint."
- id: sprint-plan
name: "First Sprint Plan"
command: /sprint-plan
@@ -191,11 +226,12 @@ phases:
- id: vertical-slice
name: "Vertical Slice (playtested)"
command: /playtest-report
required: true
artifact:
glob: "production/playtests/*.md"
min_count: 1
description: "Playable end-to-end core loop, playtested with ≥3 sessions. HARD GATE."
description: "Document vertical slice playtest sessions using /playtest-report. Run at least once here (≥1 session required before Production; ≥3 required before Polish). Each session should cover one complete run-through of the core loop."
production:
label: "Production"
@@ -224,7 +260,14 @@ phases:
repeatable: true
artifact:
note: "Check src/ for active code and production/epics/**/*.md for In Progress stories"
description: "Pick the next ready story and implement it with /dev-story [story-path]. Routes to the correct programmer agent. Then run /code-review and /story-done."
description: "Pick the next ready story and implement it with /dev-story [story-path]. Routes to the correct programmer agent."
- id: code-review
name: "Code Review"
command: /code-review
required: false
repeatable: true
description: "Architectural code review after each story implementation. Run after /dev-story, before /story-done."
- id: story-done
name: "Story Done Review"
@@ -233,6 +276,33 @@ phases:
repeatable: true
description: "Verify all acceptance criteria, check GDD/ADR deviations, close the story"
- id: qa-plan
name: "QA Plan"
command: /qa-plan
required: false
repeatable: true
description: "Generate a QA test plan per epic or sprint. Run /qa-plan [epic-slug]. Produces test cases for /smoke-check, /regression-suite, and /test-evidence-review."
- id: bug-report
name: "Bug Report / Triage"
command: /bug-report
required: false
repeatable: true
description: "Log and prioritize bugs found during implementation. /bug-report creates a structured report; /bug-triage prioritizes the open backlog."
- id: retrospective
name: "Sprint Retrospective"
command: /retrospective
required: false
repeatable: true
description: "Post-sprint review to capture what worked and what to change. Run at the end of each sprint, before planning the next."
- id: team-feature
name: "Team Orchestration (optional)"
required: false
repeatable: true
description: "Coordinate multiple agents on a complex feature. Use: /team-combat, /team-narrative, /team-ui, /team-audio, /team-level, /team-live-ops, /team-qa. Run when a feature spans multiple agent domains."
- id: scope-check
name: "Scope Check"
command: /scope-check