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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all skill-test and skill-improve path refs to CCGS Skill Testing Framework/ - Remove stale tests/skills/ directory (superseded by CCGS Skill Testing Framework) - Add director gate intensity modes (full/lean/solo) to gate-check and related skills Co-Authored-By: Claude Sonnet 4.6 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>
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@@ -43,9 +43,9 @@ Examples:
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| Mode | What runs | Best for |
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|------|-----------|----------|
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| `full` | All gates active — current behaviour | New projects, teams, learning the workflow |
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| `lean` | PHASE-GATEs only (`/gate-check`) — all per-skill gates skipped | Experienced devs who trust their own design work |
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| `solo` | No director gates anywhere | Game jams, prototypes, seasoned solo devs at speed |
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| `full` | All gates active — every workflow step reviewed | Teams, learning users, or when you want thorough director feedback at every step |
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| `lean` | PHASE-GATEs only (`/gate-check`) — per-skill gates skipped | **Default** — solo devs and small teams; directors review at milestones only |
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| `solo` | No director gates anywhere | Game jams, prototypes, maximum speed |
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**Check pattern — apply before every gate spawn:**
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@@ -66,7 +66,18 @@ Apply the resolved mode:
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## Invocation Pattern (copy into any skill)
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**MANDATORY: Resolve review mode before every gate spawn.** Never spawn a gate without checking. The resolved mode is determined once per skill run:
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1. If skill was called with `--review [mode]`, use that
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2. Else read `production/review-mode.txt`
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3. Else default to `lean`
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Apply the resolved mode:
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- `solo` → **skip all gates**. Note in output: `[GATE-ID] skipped — Solo mode`
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- `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`
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- `full` → spawn as normal
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```
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# Apply mode check, then:
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Spawn `[agent-name]` via Task:
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- Gate: [GATE-ID] (see .claude/docs/director-gates.md)
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- Context: [fields listed under that gate]
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@@ -76,6 +87,7 @@ Spawn `[agent-name]` via Task:
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For parallel spawning (multiple directors at the same gate point):
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```
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# Apply mode check for each gate first, then spawn all that survive:
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Spawn all [N] agents simultaneously via Task — issue all Task calls before
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waiting for any result. Collect all verdicts before proceeding.
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```
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@@ -524,6 +536,86 @@ is invoked
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---
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## Tier 1 — Art Director Gates
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Agent: `art-director` | Model tier: Sonnet | Domain: Visual identity, art bible, visual production readiness
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---
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### AD-CONCEPT-VISUAL — Visual Identity Anchor
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**Trigger**: After game pillars are locked (brainstorm Phase 4), in parallel with CD-PILLARS
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**Context to pass**:
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- Game concept (elevator pitch, core fantasy, unique hook)
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- Full pillar set with names, definitions, and design tests
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- Target platform (if known)
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- Any reference games or visual touchstones mentioned by the user
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**Prompt**:
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> "Based on these game pillars and core concept, propose 2-3 distinct visual identity
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> directions. For each direction provide: (1) a one-line visual rule that could guide
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> all visual decisions (e.g., 'everything must move', 'beauty is in the decay'), (2)
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> mood and atmosphere targets, (3) shape language (sharp/rounded/organic/geometric
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> emphasis), (4) color philosophy (palette direction, what colors mean in this world).
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> Be specific — avoid generic descriptions. One direction should directly serve the
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> primary design pillar. Name each direction. Recommend which best serves the stated
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> pillars and explain why."
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**Verdicts**: CONCEPTS (multiple valid options — user selects) / STRONG (one direction clearly dominant) / CONCERNS (pillars don't provide enough direction to differentiate visual identity yet)
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---
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### AD-ART-BIBLE — Art Bible Sign-Off
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**Trigger**: After the art bible is drafted (`/art-bible`), before asset production begins
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**Context to pass**:
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- Art bible path (`design/art/art-bible.md`)
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- Game pillars and core fantasy
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- Platform and performance constraints (from `.claude/docs/technical-preferences.md` if configured)
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- Visual identity anchor chosen during brainstorm (from `design/gdd/game-concept.md`)
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**Prompt**:
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> "Review this art bible for completeness and internal consistency. Does the color
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> system match the mood targets? Does the shape language follow from the visual
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> identity statement? Are the asset standards achievable within the platform
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> constraints? Does the character design direction give artists enough to work from
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> without over-specifying? Are there contradictions between sections? Would an
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> outsourcing team be able to produce assets from this document without additional
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> briefing? Return APPROVE (art bible is production-ready), CONCERNS [specific
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> sections needing clarification], or REJECT [fundamental inconsistencies that must
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> be resolved before asset production begins]."
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**Verdicts**: APPROVE / CONCERNS / REJECT
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---
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### AD-PHASE-GATE — Visual Readiness at Phase Transition
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**Trigger**: Always at `/gate-check` — spawn in parallel with CD-PHASE-GATE, TD-PHASE-GATE, and PR-PHASE-GATE
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**Context to pass**:
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- Target phase name
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- List of all art/visual artifacts present (file paths)
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- Visual identity anchor from `design/gdd/game-concept.md` (if present)
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- Art bible path if it exists (`design/art/art-bible.md`)
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**Prompt**:
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> "Review the current project state for [target phase] gate readiness from a visual
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> direction perspective. Is the visual identity established and documented at the
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> level this phase requires? Are the right visual artifacts in place? Would visual
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> teams be able to begin their work without visual direction gaps that cause costly
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> rework later? Are there visual decisions that are being deferred past their latest
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> responsible moment? Return READY, CONCERNS [specific visual direction gaps that
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> could cause production rework], or NOT READY [visual blockers that must exist
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> before this phase can succeed — specify what artifact is missing and why it
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> matters at this stage]."
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**Verdicts**: READY / CONCERNS / NOT READY
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---
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## Tier 2 — Lead Gates
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These gates are invoked by orchestration skills and senior skills when a domain
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@@ -678,8 +770,9 @@ Spawn in parallel (issue all Task calls before waiting for any result):
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1. creative-director → gate CD-PHASE-GATE
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2. technical-director → gate TD-PHASE-GATE
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3. producer → gate PR-PHASE-GATE
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4. art-director → gate AD-PHASE-GATE
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Collect all three verdicts, then apply escalation rules:
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Collect all four verdicts, then apply escalation rules:
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- Any NOT READY / REJECT → overall verdict minimum FAIL
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- Any CONCERNS → overall verdict minimum CONCERNS
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- All READY / APPROVE → eligible for PASS (still subject to artifact checks)
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@@ -704,10 +797,10 @@ When a new gate is needed for a new skill or workflow:
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| Stage | Required Gates | Optional Gates |
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|-------|---------------|----------------|
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| **Concept** | CD-PILLARS | TD-FEASIBILITY, PR-SCOPE |
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| **Concept** | CD-PILLARS, AD-CONCEPT-VISUAL | TD-FEASIBILITY, PR-SCOPE |
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| **Systems Design** | TD-SYSTEM-BOUNDARY, CD-SYSTEMS, PR-SCOPE, CD-GDD-ALIGN (per GDD) | ND-CONSISTENCY, AD-VISUAL |
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| **Technical Setup** | TD-ARCHITECTURE, TD-ADR (per ADR), LP-FEASIBILITY | TD-ENGINE-RISK |
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| **Pre-Production** | PR-EPIC, QL-STORY-READY (per story), PR-SPRINT, all three PHASE-GATE (via gate-check) | CD-PLAYTEST |
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| **Production** | LP-CODE-REVIEW (per story), QL-STORY-READY, PR-SPRINT (per sprint) | PR-MILESTONE, QL-TEST-COVERAGE |
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| **Polish** | QL-TEST-COVERAGE, CD-PLAYTEST, PR-MILESTONE | |
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| **Release** | All three PHASE-GATE (via gate-check) | QL-TEST-COVERAGE |
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| **Technical Setup** | TD-ARCHITECTURE, TD-ADR (per ADR), LP-FEASIBILITY, AD-ART-BIBLE | TD-ENGINE-RISK |
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| **Pre-Production** | PR-EPIC, QL-STORY-READY (per story), PR-SPRINT, all four PHASE-GATEs (via gate-check) | CD-PLAYTEST |
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| **Production** | LP-CODE-REVIEW (per story), QL-STORY-READY, PR-SPRINT (per sprint) | PR-MILESTONE, QL-TEST-COVERAGE, AD-VISUAL |
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| **Polish** | QL-TEST-COVERAGE, CD-PLAYTEST, PR-MILESTONE | AD-VISUAL |
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| **Release** | All four PHASE-GATEs (via gate-check) | QL-TEST-COVERAGE |
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