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Release 1.1.0 — one config file, and a process weight you choose
`project.yaml` at the repo root is now the single source of truth for a project's configuration, replacing `production/stage.txt`, `production/review-mode.txt` and `.claude/docs/technical-preferences.md` (all three still read as a fallback; nothing is force-deleted). **`modes.rigor` — one question instead of six.** `minimal`, `standard` or `full` fronts six knobs: `modes.workflow`, `docs.density`, `qa.level`, `modes.story_granularity`, `modes.review_mode` and `team.size`. It defaults to `minimal`, which is a change from 1.0's behaviour: the heavier tier was measured costing several times more to reach working code without producing a better result, and returning nothing when a fresh developer inherited the project. Pin `modes.rigor: standard` to keep 1.0's process level. Also in this release: - `/settings` to view or change any setting, and `project.local.yaml` for per-developer preferences that should not be committed. - `system_overrides` to hold one system to a higher standard than the rest of the project, and `testing.strict` to set per test type whether missing evidence blocks a story or warns. - A story that changes anything the player sees is not closed until the game has been launched, observed, and a screenshot retained in `production/qa/evidence/`. A parse check is not a run. This holds at every rigor level, including `minimal`, where automated tests are waived but the look is not. - The code root is engine-specific and enforced as such: Godot `src/`, Unity `Assets/`, Unreal `Source/<Module>/`. Two of the three will not build a project laid out any other way. - Migration tooling for existing projects: `.claude/scripts/migrate-v1-config.sh` converts a 1.0 layout, non-destructively by default, with a report to review before `--finalize` deletes anything. - Ask-before-write holds regardless of personal automation settings. Upgrading from 1.0 or earlier: see UPGRADING.md. Full list of changes: CHANGELOG.md. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_016xvzG3i7pWQg4LjyDwWMXd
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Claude Opus 5
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@@ -3,9 +3,27 @@
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Quality assurance infrastructure for the **Claude Code Game Studios** framework.
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Tests the skills and agents themselves — not any game built with them.
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> **This folder is self-contained and optional.**
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> Game developers using CCGS don't need it. To remove it entirely:
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> `rm -rf "CCGS Skill Testing Framework"` — nothing in `.claude/` depends on it.
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**This ships as part of the template, and it is meant to.** CCGS is a template
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you are expected to customize — edit a skill, add your own, retune an agent. This
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folder is how you check that what you changed still holds up: `catalog.yaml`
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tracks all 74 skills and 49 agents, `quality-rubric.md` defines per-category
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pass/fail metrics, and `templates/` gives you the spec format for anything new
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you write. Driven by `/skill-test` and `/skill-improve`.
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> **If you remove it, two of the four `/skill-test` modes stop working.**
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>
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> | Mode | Without this folder |
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> |------|---------------------|
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> | `/skill-test static` | **Works** — the 7 structural checks read `SKILL.md` only |
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> | `/skill-test audit` | **Degrades** — reports that no catalog exists |
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> | `/skill-test spec` | **Breaks** — the behavioral specs live here |
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> | `/skill-test category` | **Breaks** — reads `quality-rubric.md` from here |
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> | `/skill-improve` | **Degrades** — its test-fix-retest loop loses the spec pass |
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>
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> Earlier revisions of this file called the folder "optional" and said "nothing
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> in `.claude/` depends on it." That was wrong — `/skill-test` references this
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> directory 16 times and `/skill-improve` once. Removing it is a real trade, not
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> a free cleanup, so the table above states the actual cost.
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---
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@@ -15,7 +33,7 @@ Tests the skills and agents themselves — not any game built with them.
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CCGS Skill Testing Framework/
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├── README.md ← you are here
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├── CLAUDE.md ← tells Claude how to use this framework
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├── catalog.yaml ← master registry: all 73 skills + 49 agents, coverage tracking
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├── catalog.yaml ← master registry: all 74 skills + 49 agents, coverage tracking
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├── quality-rubric.md ← category-specific pass/fail metrics for /skill-test category
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│
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├── skills/ ← behavioral spec files for skills (one per skill)
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@@ -31,13 +49,14 @@ CCGS Skill Testing Framework/
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│
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├── agents/ ← behavioral spec files for agents (one per agent)
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│ ├── directors/ ← creative-director, technical-director, producer, art-director
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│ ├── leads/ ← lead-programmer, narrative-director, audio-director, etc.
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│ ├── specialists/ ← engine/code/shader/UI specialists
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│ ├── godot/ ← Godot-specific specialists
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│ ├── unity/ ← Unity-specific specialists
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│ ├── unreal/ ← Unreal-specific specialists
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│ ├── operations/ ← QA, live-ops, release, localization, etc.
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│ └── creative/ ← writer, world-builder, game-designer, etc.
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│ ├── leads/ ← lead-programmer, narrative-director, audio-director, game-designer, systems-designer, level-designer, qa-lead
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│ ├── specialists/ ← gameplay/engine/network/AI/tools/UI programmers, technical-artist, sound-designer, ux-designer, performance-analyst, prototyper, writer, world-builder
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│ ├── engine/ ← engine-specific specialists, split per engine:
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│ │ ├── godot/ ← Godot-specific specialists
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│ │ ├── unity/ ← Unity-specific specialists
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│ │ └── unreal/ ← Unreal-specific specialists
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│ ├── operations/ ← devops, release, live-ops, community, analytics, economy, localization
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│ └── qa/ ← qa-tester, security-engineer, accessibility-specialist
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│
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├── templates/ ← spec file templates for writing new specs
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│ ├── skill-test-spec.md ← template for skill behavioral specs
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@@ -56,7 +75,7 @@ All testing is driven by two skills already in the framework:
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```
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/skill-test static [skill-name] # Check one skill (7 checks)
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/skill-test static all # Check all 73 skills
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/skill-test static all # Check all 74 skills
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```
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### Run a behavioral spec test
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@@ -105,16 +124,16 @@ All testing is driven by two skills already in the framework:
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## Agent tiers
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| Tier | Agents |
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| Tier (directory) | Agents |
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|------|--------|
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| `directors` | creative-director, technical-director, producer, art-director |
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| `leads` | lead-programmer, narrative-director, audio-director, ux-designer, qa-lead, release-manager, localization-lead |
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| `specialists` | gameplay-programmer, engine-programmer, ui-programmer, tools-programmer, network-programmer, ai-programmer, level-designer, sound-designer, technical-artist |
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| `godot` | godot-specialist, godot-gdscript-specialist, godot-csharp-specialist, godot-shader-specialist, godot-gdextension-specialist |
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| `unity` | unity-specialist, unity-ui-specialist, unity-shader-specialist, unity-dots-specialist, unity-addressables-specialist |
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| `unreal` | unreal-specialist, ue-gas-specialist, ue-replication-specialist, ue-umg-specialist, ue-blueprint-specialist |
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| `operations` | devops-engineer, security-engineer, performance-analyst, analytics-engineer, community-manager |
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| `creative` | writer, world-builder, game-designer, economy-designer, systems-designer, prototyper |
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| `leads` | lead-programmer, narrative-director, audio-director, game-designer, systems-designer, level-designer, qa-lead |
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| `specialists` | gameplay-programmer, engine-programmer, network-programmer, ai-programmer, tools-programmer, ui-programmer, ux-designer, technical-artist, sound-designer, performance-analyst, prototyper, writer, world-builder |
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| `engine/godot` | godot-specialist, godot-gdscript-specialist, godot-csharp-specialist, godot-shader-specialist, godot-gdextension-specialist |
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| `engine/unity` | unity-specialist, unity-ui-specialist, unity-shader-specialist, unity-dots-specialist, unity-addressables-specialist |
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| `engine/unreal` | unreal-specialist, ue-gas-specialist, ue-replication-specialist, ue-umg-specialist, ue-blueprint-specialist |
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| `operations` | devops-engineer, release-manager, live-ops-designer, community-manager, analytics-engineer, economy-designer, localization-lead |
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| `qa` | qa-tester, security-engineer, accessibility-specialist |
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---
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