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Add director gates system: shared review checkpoints across all workflow skills
Creates .claude/docs/director-gates.md as a central registry of 18 named gate prompts (CD-*, TD-*, PR-*, LP-*, QL-*, ND-*, AD-*) covering all 7 production stages. Skills now reference gate IDs instead of embedding inline director prompts, eliminating drift when prompts need updating. Updated 15 skills to use gate IDs: brainstorm, map-systems, design-system, architecture-decision, create-architecture, create-epics, create-stories, sprint-plan, milestone-review, playtest-report, prototype, story-done, gate-check, setup-engine, start. Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
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@@ -32,32 +32,84 @@ If no engine is specified, run an interactive engine selection process:
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> you want to build — it will also recommend an engine. Or tell me about your
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> game and I can help you pick."
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### If the user wants to pick without a concept, ask:
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### If the user wants to pick without a concept, ask in this order:
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**Question 1 — Prior experience** (ask this first, always, via `AskUserQuestion`):
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- Prompt: "Have you worked in any of these engines before?"
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- Options: `Godot` / `Unity` / `Unreal Engine 5` / `Multiple — I'll explain` / `None of them`
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- If they pick a specific engine → recommend that engine. Prior experience outweighs all other factors. Confirm with them and skip the matrix.
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- If "None" or "Multiple" → continue to the questions below.
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**Questions 2-6 — Decision matrix inputs** (only if no prior engine experience):
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**Question 2 — Target platform** (ask this second, always, via `AskUserQuestion` — platform eliminates or heavily weights engines before any other factor):
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- Prompt: "What platforms are you targeting for this game?"
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- Options: `PC (Steam / Epic)` / `Mobile (iOS / Android)` / `Console` / `Web / Browser` / `Multiple platforms`
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- Platform rules that feed directly into the recommendation:
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- Mobile → Unity strongly preferred; Unreal is a poor fit; Godot is viable for simple mobile
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- Console → Unity or Unreal; Godot console support requires third-party publishers or significant extra work
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- Web → Godot exports cleanly to web; Unity WebGL is functional; Unreal has poor web support
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- PC only → all engines viable; other factors decide
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- Multiple → Unity is the most portable across PC/mobile/console
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1. **What kind of game?** (2D, 3D, or both?)
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2. **What platforms?** (PC, mobile, console, web?)
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3. **Primary input method?** (keyboard/mouse, gamepad, touch, or mixed?)
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4. **Team size and experience?** (solo beginner, solo experienced, small team?)
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5. **Any strong language preferences?** (GDScript, C#, C++, visual scripting?)
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6. **Budget for engine licensing?** (free only, or commercial licenses OK?)
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2. **Primary input method?** (keyboard/mouse, gamepad, touch, or mixed?)
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3. **Team size and experience?** (solo beginner, solo experienced, small team?)
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4. **Any strong language preferences?** (GDScript, C#, C++, visual scripting?)
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5. **Budget for engine licensing?** (free only, or commercial licenses OK?)
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### Produce a recommendation
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Use this decision matrix:
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Do NOT use a simple scoring matrix that eliminates engines. Instead, reason through the user's profile against the honest tradeoffs below, then present 1-2 recommendations with full context. Always end with the user choosing — never force a verdict.
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| Factor | Godot 4 | Unity | Unreal Engine 5 |
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|--------|---------|-------|-----------------|
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| **Best for** | 2D games, small 3D, solo/small teams | Mobile, mid-scope 3D, cross-platform | AAA 3D, photorealism, large teams |
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| **Language** | GDScript (+ C#, C++ via extensions) | C# | C++ / Blueprint |
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| **Cost** | Free, MIT license | Free under revenue threshold | Free under revenue threshold, 5% royalty |
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| **Learning curve** | Gentle | Moderate | Steep |
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| **2D support** | Excellent (native) | Good (but 3D-first engine) | Possible but not ideal |
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| **3D quality ceiling** | Good (improving rapidly) | Very good | Best-in-class |
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| **Web export** | Yes (native) | Yes (limited) | No |
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| **Console export** | Via third-party | Yes (with license) | Yes |
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| **Open source** | Yes | No | Source available |
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**Engine honest tradeoffs:**
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Present the top 1-2 recommendations with reasoning tied to the user's answers.
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Let the user choose — never force a recommendation.
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**Godot 4**
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- Genuine strengths: 2D (best in class), stylized/indie 3D, rapid iteration, free forever (MIT), open source, gentlest learning curve, best for solo devs who want full control
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- Real limitations: 3D ecosystem is thin compared to Unity/Unreal (fewer tutorials, assets, community answers for 3D-specific problems); large open-world 3D is very hard and largely untested in Godot; console export requires third-party publishers or significant extra work; smaller professional job market
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- Licensing reality: Truly free with no revenue thresholds ever. MIT license means you own everything.
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- Best fit: 2D games of any scope; stylized/atmospheric 3D; contained 3D worlds (not open-world); first game projects where learning curve matters; projects where budget is a hard constraint at any scale
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**Unity**
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- Genuine strengths: Industry standard for mid-scope 3D and mobile; massive asset store and tutorial ecosystem; C# is a professional language; best console certification support for indie; strong community for almost every genre
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- Real limitations: Licensing controversy in 2023 damaged trust (runtime fee was proposed then walked back — the risk of policy changes remains real); C# has a steeper initial curve than GDScript; heavier editor than Godot for simple projects
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- Licensing reality: Free under $200K revenue AND 200K installs (Unity Personal/Plus). Only becomes costly if the game is genuinely successful — most indie games never hit this threshold. The 2023 controversy is worth knowing about but the actual current terms are reasonable for most indie developers.
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- Best fit: Mobile games; mid-scope 3D; games targeting console; developers with C# background; projects needing large asset store; teams of 2-5
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**Unreal Engine 5**
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- Genuine strengths: Best-in-class 3D visuals (Lumen, Nanite, Chaos physics); industry standard for AAA and photorealistic 3D; large open-world support is mature and production-tested; Blueprint visual scripting lowers C++ barrier; strong for games targeting high-end PC or console
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- Real limitations: Steepest learning curve; heaviest editor (slow compile times, large project sizes); overkill for stylized/2D/small-scope games; C++ is genuinely hard; not suitable for mobile or web; 5% royalty past $1M gross revenue
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- Licensing reality: 5% royalty only applies AFTER $1M gross revenue per title. For a first game or any game that doesn't reach $1M, it costs nothing. This threshold is high enough that most indie developers will never pay it.
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- Best fit: AAA-quality 3D; large open-world games; photorealistic visuals; developers with C++ experience or willing to use Blueprint; games targeting high-end PC/console where visual fidelity is a core selling point
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**Genre-specific guidance** (factor this into the recommendation):
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- 2D any style → Godot strongly preferred
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- 3D stylized / atmospheric / contained world → Godot viable, Unity solid alternative
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- 3D open world (large, seamless) → Unity or Unreal; Godot is not production-proven for this
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- 3D photorealistic / AAA-quality → Unreal
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- Mobile-first → Unity strongly preferred
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- Console-first → Unity or Unreal; Godot console support requires extra work
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- Horror / narrative / walking sim → any engine; match to art style and team experience
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- Action RPG / Soulslike → Unity or Unreal for 3D; community support and assets matter here
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- Platformer 2D → Godot
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- Strategy / top-down / RTS → Godot or Unity depending on 2D vs 3D
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**Recommendation format:**
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1. Show a comparison table with the user's specific factors as rows
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2. Give a primary recommendation with honest reasoning
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3. Name the best alternative and when to choose it instead
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4. Explicitly state: "This is a starting point, not a verdict — you can always migrate engines, and many developers switch between projects."
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5. Use `AskUserQuestion` to confirm: "Does this recommendation feel right, or would you like to explore a different engine?"
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- Options: `[Primary engine] (Recommended)` / `[Alternative engine]` / `[Third engine]` / `Explore further` / `Type something`
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**If the user picks "Explore further":**
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Use `AskUserQuestion` with concept-specific deep-dive topics. Always generate these options from the user's actual concept — do not use generic options. Always include at minimum:
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- The primary engine's specific limitations for this concept (e.g., "How far can Godot 3D actually go for [genre]?")
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- The alternative engine's specific tradeoffs for this concept
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- Language choice impact on this concept's technical challenges
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- Any concept-specific technical concern (e.g., adaptive audio, open-world streaming, multiplayer netcode)
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The user can select multiple topics. Answer each selected topic in depth before returning to the engine confirmation question.
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---
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