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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all skill-test and skill-improve path refs to CCGS Skill Testing Framework/ - Remove stale tests/skills/ directory (superseded by CCGS Skill Testing Framework) - Add director gate intensity modes (full/lean/solo) to gate-check and related skills Co-Authored-By: Claude Sonnet 4.6 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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@@ -3,15 +3,19 @@ name: brainstorm
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description: "Guided game concept ideation — from zero idea to a structured game concept document. Uses professional studio ideation techniques, player psychology frameworks, and structured creative exploration."
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argument-hint: "[genre or theme hint, or 'open'] [--review full|lean|solo]"
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user-invocable: true
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allowed-tools: Read, Glob, Grep, Write, WebSearch, AskUserQuestion
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allowed-tools: Read, Glob, Grep, Write, WebSearch, Task, AskUserQuestion
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---
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When this skill is invoked:
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1. **Parse the argument** for an optional genre/theme hint (e.g., `roguelike`,
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`space survival`, `cozy farming`). If `open` or no argument, start from
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scratch. Also extract `--review [full|lean|solo]` if present and store as
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the review mode override for this run (see `.claude/docs/director-gates.md`).
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scratch. Also resolve the review mode (once, store for all gate spawns this run):
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1. If `--review [full|lean|solo]` was passed → use that
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2. Else read `production/review-mode.txt` → use that value
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3. Else → default to `lean`
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See `.claude/docs/director-gates.md` for the full check pattern.
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2. **Check for existing concept work**:
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- Read `design/gdd/game-concept.md` if it exists (resume, don't restart)
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@@ -102,10 +106,24 @@ For each concept, present:
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- **Why It Could Work** (1 sentence on market/audience fit)
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- **Biggest Risk** (1 sentence on the hardest unanswered question)
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Present all three. Then use `AskUserQuestion` to capture the selection:
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- **Use a single-list call — NO tabs, just `prompt` and `options`. Do not use a tabbed form here.**
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- **Prompt**: "Which concept resonates with you? You can pick one, combine elements, or ask for fresh directions."
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- **Options**: one option per concept (e.g., `Concept 1 — SCAR`), plus `Combine elements across concepts` and `Generate fresh directions`
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Present all three. Then use `AskUserQuestion` to capture the selection.
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**CRITICAL**: This MUST be a plain list call — no tabs, no form fields. Use exactly this structure:
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```
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AskUserQuestion(
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prompt: "Which concept resonates with you? You can pick one, combine elements, or ask for fresh directions.",
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options: [
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"Concept 1 — [Title]",
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"Concept 2 — [Title]",
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"Concept 3 — [Title]",
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"Combine elements across concepts",
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"Generate fresh directions"
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]
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)
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```
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Do NOT use a `tabs` field here. The `tabs` form is for multi-field input only — using it here causes an "Invalid tool parameters" error. This is a plain `prompt` + `options` call.
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Never pressure toward a choice — let them sit with it.
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@@ -168,11 +186,36 @@ Then define **3+ anti-pillars** (what this game is NOT):
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be cool if..." features that don't serve the core vision
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- Frame as: "We will NOT do [thing] because it would compromise [pillar]"
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**After pillars and anti-pillars are agreed, spawn `creative-director` via Task using gate CD-PILLARS (`.claude/docs/director-gates.md`) before moving to Phase 5.**
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**Pillar confirmation**: After presenting the full pillar set, use `AskUserQuestion`:
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- Prompt: "Do these pillars feel right for your game?"
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- Options: `[A] Lock these in` / `[B] Rename or reframe one` / `[C] Swap a pillar out` / `[D] Something else`
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Pass: full pillar set with design tests, anti-pillars, core fantasy, unique hook.
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If the user selects B, C, or D, make the revision, then use `AskUserQuestion` again:
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- Prompt: "Pillars updated. Ready to lock these in?"
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- Options: `[A] Lock these in` / `[B] Revise another pillar` / `[C] Something else`
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Present the feedback to the user. If CONCERNS or REJECT, offer to revise specific pillars before moving on. If APPROVE, note the approval and continue.
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Repeat until the user selects [A] Lock these in.
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**Review mode check** — apply before spawning CD-PILLARS and AD-CONCEPT-VISUAL:
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- `solo` → skip both. Note: "CD-PILLARS skipped — Solo mode. AD-CONCEPT-VISUAL skipped — Solo mode." Proceed to Phase 5.
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- `lean` → skip both (not PHASE-GATEs). Note: "CD-PILLARS skipped — Lean mode. AD-CONCEPT-VISUAL skipped — Lean mode." Proceed to Phase 5.
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- `full` → spawn as normal.
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**After pillars and anti-pillars are agreed, spawn BOTH `creative-director` AND `art-director` via Task in parallel before moving to Phase 5. Issue both Task calls simultaneously — do not wait for one before starting the other.**
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- **`creative-director`** — gate **CD-PILLARS** (`.claude/docs/director-gates.md`)
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Pass: full pillar set with design tests, anti-pillars, core fantasy, unique hook.
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- **`art-director`** — gate **AD-CONCEPT-VISUAL** (`.claude/docs/director-gates.md`)
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Pass: game concept elevator pitch, full pillar set with design tests, target platform (if known), any reference games or visual touchstones the user mentioned.
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Collect both verdicts, then present them together using a two-tab `AskUserQuestion`:
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- Tab **"Pillars"**: present creative-director feedback. Options mirror the standard CD-PILLARS handling — `Lock in as-is` / `Revise [specific pillar]` / `Discuss further`.
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- Tab **"Visual anchor"**: present the art-director's 2-3 named visual direction options. Options: each named direction (one per option) + `Combine elements across directions` + `Describe my own direction`.
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The user's selected visual anchor (the named direction or their custom description) is stored as the **Visual Identity Anchor** — it will be written into the game-concept document and becomes the foundation of the art bible.
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If the creative-director returns CONCERNS or REJECT on pillars, resolve pillar issues before asking for the visual anchor selection — visual direction should flow from confirmed pillars.
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---
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@@ -211,12 +254,22 @@ Ground the concept in reality:
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- **Biggest risks**: Technical risks, design risks, market risks
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- **Scope tiers**: What's the full vision vs. what ships if time runs out?
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**Review mode check** — apply before spawning TD-FEASIBILITY:
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- `solo` → skip. Note: "TD-FEASIBILITY skipped — Solo mode." Proceed directly to scope tier definition.
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- `lean` → skip (not a PHASE-GATE). Note: "TD-FEASIBILITY skipped — Lean mode." Proceed directly to scope tier definition.
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- `full` → spawn as normal.
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**After identifying biggest technical risks, spawn `technical-director` via Task using gate TD-FEASIBILITY (`.claude/docs/director-gates.md`) before scope tiers are defined.**
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Pass: core loop description, platform target, engine choice (or "undecided"), list of identified technical risks.
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Present the assessment to the user. If HIGH RISK, offer to revisit scope before finalising. If CONCERNS, note them and continue.
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**Review mode check** — apply before spawning PR-SCOPE:
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- `solo` → skip. Note: "PR-SCOPE skipped — Solo mode." Proceed to document generation.
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- `lean` → skip (not a PHASE-GATE). Note: "PR-SCOPE skipped — Lean mode." Proceed to document generation.
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- `full` → spawn as normal.
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**After scope tiers are defined, spawn `producer` via Task using gate PR-SCOPE (`.claude/docs/director-gates.md`).**
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Pass: full vision scope, MVP definition, timeline estimate, team size.
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@@ -230,35 +283,56 @@ Present the assessment to the user. If UNREALISTIC, offer to adjust the MVP defi
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brainstorm conversation, including the MDA analysis, player motivation
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profile, and flow state design sections.
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5. Ask: "May I write the game concept document to `design/gdd/game-concept.md`?"
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**Include a Visual Identity Anchor section** in the game concept document with:
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- The selected visual direction name
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- The one-line visual rule
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- The 2-3 supporting visual principles with their design tests
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- The color philosophy summary
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If yes, generate the document using the template at `.claude/docs/templates/game-concept.md`, fill in ALL sections from the brainstorm conversation, and write the file, creating directories as needed.
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This section is the seed of the art bible — it captures the "everything must
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move" decision before it can be forgotten between sessions.
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If no:
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- If the user already named a section to change, revise it directly — do not ask again which section.
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- If the user said no without specifying what to change, use `AskUserQuestion` — "Which section would you like to revise?"
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Options: `Elevator Pitch` / `Core Fantasy & Unique Hook` / `Pillars` / `Core Loop` / `MVP Definition` / `Scope Tiers` / `Risks` / `Something else — I'll describe`
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5. Use `AskUserQuestion` for write approval:
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- Prompt: "Game concept is ready. May I write it to `design/gdd/game-concept.md`?"
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- Options: `[A] Yes — write it` / `[B] Not yet — revise a section first`
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If [B]: ask which section to revise using `AskUserQuestion` with options: `Elevator Pitch` / `Core Fantasy & Unique Hook` / `Pillars` / `Core Loop` / `MVP Definition` / `Scope Tiers` / `Risks` / `Something else — I'll describe`
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After revising, show the updated section as a diff or clear before/after, then use `AskUserQuestion` — "Ready to write the updated concept document?"
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Options: `Yes — write it` / `Revise another section`
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Repeat until the user approves the write.
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Options: `[A] Yes — write it` / `[B] Revise another section`
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Repeat until the user selects [A].
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If yes, generate the document using the template at `.claude/docs/templates/game-concept.md`, fill in ALL sections from the brainstorm conversation, and write the file, creating directories as needed.
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**Scope consistency rule**: The "Estimated Scope" field in the Core Identity table must match the full-vision timeline from the Scope Tiers section — not just say "Large (9+ months)". Write it as "Large (X–Y months, solo)" or "Large (X–Y months, team of N)" so the summary table is accurate.
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6. **Suggest next steps** (in this order — this is the professional studio
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pre-production pipeline). List ALL steps — do not abbreviate or truncate:
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1. "Run `/setup-engine` to configure the engine and populate version-aware reference docs"
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2. "Use `/design-review design/gdd/game-concept.md` to validate concept completeness before going downstream"
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3. "Discuss vision with the `creative-director` agent for pillar refinement"
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4. "Decompose the concept into individual systems with `/map-systems` — maps dependencies, assigns priorities, and creates the systems index"
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2. "Run `/art-bible` to create the visual identity specification — do this BEFORE writing GDDs. The art bible gates asset production and shapes technical architecture decisions (rendering, VFX, UI systems)."
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3. "Use `/design-review design/gdd/game-concept.md` to validate concept completeness before going downstream"
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4. "Discuss vision with the `creative-director` agent for pillar refinement"
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5. "Decompose the concept into individual systems with `/map-systems` — maps dependencies, assigns priorities, and creates the systems index"
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5. "Author per-system GDDs with `/design-system` — guided, section-by-section GDD writing for each system identified in step 4"
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6. "Plan the technical architecture with `/create-architecture` — defines how all systems fit together and connect"
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7. "Validate readiness to advance with `/gate-check` — phase gate before committing to production"
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8. "Prototype the riskiest system with `/prototype [core-mechanic]` — validate the core loop before full implementation"
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9. "Run `/playtest-report` after the prototype to validate the core hypothesis"
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10. "If validated, plan the first sprint with `/sprint-plan new`"
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6. "Plan the technical architecture with `/create-architecture` — produces the master architecture blueprint and Required ADR list"
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7. "Record key architectural decisions with `/architecture-decision (×N)` — write one ADR per decision in the Required ADR list from `/create-architecture`"
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8. "Validate readiness to advance with `/gate-check` — phase gate before committing to production"
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9. "Prototype the riskiest system with `/prototype [core-mechanic]` — validate the core loop before full implementation"
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10. "Run `/playtest-report` after the prototype to validate the core hypothesis"
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11. "If validated, plan the first sprint with `/sprint-plan new`"
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7. **Output a summary** with the chosen concept's elevator pitch, pillars,
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primary player type, engine recommendation, biggest risk, and file path.
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Verdict: **COMPLETE** — game concept created and handed off for next steps.
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---
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## Context Window Awareness
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This is a multi-phase skill. If context reaches or exceeds 70% during any phase,
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append this notice to the current response before continuing:
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> **Context is approaching the limit (≥70%).** The game concept document is saved
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> to `design/gdd/game-concept.md`. Open a fresh Claude Code session to continue
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> if needed — progress is not lost.
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